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Mage Knight Board Game» Forums » Variants

Subject: Avian vs Undeath (full playable expansion) rss

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Started this custom expansion awhile ago but didn't get much response, maybe there will be more interest with the new expansion that was just released. I actually have a working copy of this with artwork on vassal engine but it hasnt really been playtested much obviously.




Advanced Actions
Stone Guard
[Combat] Your Hero gains 2 Armor for this turn.
[Combat] [Green Mana]: Your Hero gains 3 Armor for this turn. Other Blocks of all types you play this turn are increased by 1 each.

Discovery
[Special] Gain 1 Green mana token. Draw one card and then look at the top 3 cards of your deed deck.
[Special] [Green Mana]: Gain 1 Green crystal to your inventory. Look at the top 5 cards of your deed deck, rearrange them in any order and then draw 1 card.

Elemental Aegis
[Combat] Block 1 and one unit you control gains Fire or Ice Resistance
[Combat] [Red Mana]: Cold Fire Block 2 and one unit you control gains Fire and Ice Resistance

Flame Slash
[Combat] Fire Attack 2. You may pay one non-Red mana to increase the effect of this attack by 1 if you do.
[Combat] [Red Mana]: Fire Attack 4 and you may pay up to 2 additional Red mana. Increase the effect of this attack by 2 for each Red mana you pay.

Inspirational Cheer
[Special] Influence 2. Until the end of the turn, you may spend Influence as Move.
[Special] [White Mana] Influence 4. Until the end of the turn, you may spend Influence as Move and Move as Influence.

Eagle Eye
[Combat] During this combat, you can change the Attack from one of your cards (including units) to Ranged (it keeps its element and all its effects). That Attack is reduced by 1 (reduced by 2 instead if it is Cold Fire).
[Combat] [White Mana] During this combat, you can change the Attack from one of your cards (including units) to Sieged (it keeps its element and all its effects). That Attack is reduced by 1 (reduced by 2 instead if it is Cold Fire).

Adaptability
[Special] This turn, you gain Move 1 during the move phase and Block 1 during the block phase and Attack 1 during the Attack phase and Influence 1 during an interaction. Additionally, up to one card played sideways can be worth 2 instead of 1.
[Special] [Blue Mana]: This turn, you gain Move 2 during the move phase and Block 2 during the block phase and Attack 2 during the Attack phase and Influence 2 during an interaction. Any cards played sideways this turn can be worth 2 instead of 1.

Guardianship
[Combat] Gain Block 3/4/5 if your Reputation bonus is negative/neutral/positive
[Combat] [Blue Mana] Block 6. Increase the effect of this Block by 1 for each spent unit you control (maximum +5).



Interactive Spells
Enchant/Enthrall
[Special] [Red Mana] Influence 4. Until the end of the round, increase your hand limit by 1 (each Hero can only be under the effect of 1 Enchant at a time).
[Special] [Red Mana, Black Mana] Influence 8. For each ready unit you control, choose and gain Reputation +1 or Fame +1 (maximum combined total of +5)

Comet/Meteor
[Combat] [Red Mana] Siege Attack 3. For each enemy you defeat during the Ranged/Siege phase of combat, you gain Attack 1 during the Attack phase.
[Combat] [Red Mana, Black Mana] Siege Attack 7. Choose one enemy being hit with this attack and increase the effect of this attack by 1 for every 2 Armor that enemy has (rounded down).

Illuminate/Shadow
[Combat] [White Mana] Target enemy gets Attack-4 this combat or all enemies get Attack-2 this combat
[Combat] [White Mana, Black Mana] Target enemy gets Attack-5 (Attack-7 if it is unfortified) this combat or all enemies get Attack-2 (Attack-4 if they are unfortified) this combat.

Lightning Rush/White Flash
[Movement] [White Mana] Move 6. You can take your action phase before the movement phase during this turn.
[Movement] [White Mana, Black Mana] Move 9. You can take two actions this turn. After taking all your actions, you may have another movement phase. You do not lose unspent movement points when changing phases during this turn.

Providence/Cataclysm
[Special] [Green Mana] Look at the bottom 4 cards in your deed deck. Add one to your hand, up to one of those cards to the top of your deed deck, and the rest at the bottom of your deed deck in any order.
[Combat] [Green Mana, Black Mana] Add one wound to the top of your deck or your discard pile. Destroy target unfortified enemy or reduce the armor of target fortified enemy to 1.

Leaf Blade/Flower Dance
[Combat] [Green Mana] Attack 7. Increase the effect of this attack by 1 for each green crystal you have in your inventory.
[Combat] [Green Mana, Black Mana] For each enemy you face in combat, pick Fire or Ice. Gain Fire Block 3 or Ice Block 3 against that enemy. Heal 1 for each enemy you successfully blocked in combat and throw away 1 Wound from your discard pile for each enemy you defeated in combat.

Marvel/Judgment
[Special] [Blue Mana] Use any Skill that can be used once per turn that you own twice or flip over a face-down skill you own.
[Combat] [Blue Mana, Black Mana] Cold Fire Attack 6. Increase the effect of this attack by 1 for each positive Reputation influence bonus you have (maximum +5).

Flux/Eclipse
[Combat] [Blue Mana] Use any of the following abilities up to a total of 3 times (each ability can be used multiple times): target enemy loses earth resistance, target enemy loses wind resistance, one Block becomes Ice Block or change the element of one Attack of any type to Fire
[Combat] [Blue Mana, Black Mana] While in combat, discard up to two enemy token (except enemies with arcane immunity) and replace it with enemy tokens from the top of any pile. Until the end of combat, all enemy Fire Attacks and Ice Attacks become Physical.


Coop Spells (replaces interactive spells 17-20 in a cooperative game)
Mana Shine/ Mana Brilliance
[Special] [Red Mana] During the day, you gain a gold mana token or during the night, you gain a black mana token. Each other player gains a basic mana token of their choice.
[Special] [Red Mana, Black Mana] Roll three mana dice, gain a mana token for each. Until the end of your turn, both gold and black mana can be used as normal during the day or night. Each other play gains a crystal of their choice to their inventories.

Mana Well/ Mana Blessing
[Special] [Blue Mana] Take one mana die from the supply, roll it and add it to the source. Until the end of the round, at the start of each of your turns you gain 1 mana token of the rolled result. The added mana die can be used by any player until the end of the round.
[Special] [Blue Mana, Black Mana] Same as the basic effect. In addition, until the end of the Round, each time another player uses at least two mana of that color on their turn (from any source), they get Heal 1 at the end of the their turn (before mana die are rerolled)

Clarity/ Mind Meld
[Special] [White Mana] Choose a basic mana color. Gain a crystal of the chosen color to your inventory. You may give a card of the matching color in your hand to another player (they add it to their hand). When that card is to be sent to the discard pile or deed deck, put it in your discard pile or deed deck instead. Draw 1 card.
[Special] [White Mana, Black Mana] Choose a basic mana color. Gain a crystal of the chosen color to your inventory. Each other player may lend you an action card (not spell or artifact) of the matching color in their hand. When the lent cards are to be placed in the discard pile or deed deck, return them to the appropriate pile of the original owner instead.

Energy Current/ Cycle of Life
[Healing] [Green Mana] Ready a unit. If you do, you may ready one Unit of level 2 or less in each other player’s unit area.
[Healing] [Green Mana, Black Mana] Ready a unit. If you do, that unit also Healed and you may ready one unit of level 3 or less in each other player’s Unit area.

Units
Regular Units

Avian Rogue
Level 1 (Regular) | Armor: 2 | Influence: 5 | Recruit: Any
1. [Combat] Attack 1 or Block 1. At the end of combat, ready this unit.
2. [Combat] [Pay 1 White Mana] Reduce one enemy’s attack by 2

Avian Slasher
Level 2 (Regular) | Armor: 4 | Influence: 5 | Recruit: Village or Monastery
1. [Combat] Attack 3 or Block 1
2. [Combat] Reroll one Red mana die in the source or pay 1 red mana, Fire Attack 3
3. [Combat] Reroll one Blue mana die in the source or pay 1 blue mana, Ice Attack 3

Avian Lasher
Level 2 (Regular) | Armor: 3 | Influence: 6 | Recruit: Mage Tower or Monastery
1. [Combat] Attack 2 and Block 2 split against two different enemies.
2. [Combat] Gain one wound and place it on top of your deed deck. Attack 5, Attack 1 and Attack 1 against three different enemies.

Avian Rusher
Level 2 (Regular) | Armor: 3 | Influence: 6 | Recruit: Keep or Monastery
1. [Combat] Block 5
2. [Combat] Reduce one enemy attack by 1. All your other Units get +1 to all their Blocks this turn.
3. [Combat] [Pay 1 Red Mana] Reduce the armor of one enemy by 2. All your other Units get +1 to all their Attacks this turn.

Specter
Level 1 (Regular) | Armor: 0, Physical/Ice/Fire Resist
Influence: 4 (ignore all Reputation) | Recruit: Mage Tower or Graveyard or Crypt or Necropolis
1. [Combat] Increase the Armor of a unit by 1
2. [Combat] Three Ice Block 1 against different attacks
3. [Combat] Disband this unit. Triple the value of one Block of any type from one card

Wraith
Level 2 (Regular) | Armor: 0, Physical/Ice/Fire Resist
Influence: 7 (ignore all Reputation) | Recruit: Mage Tower or Graveyard or Crypt or Necropolis
1. [Healing] Draw 1 card
2. [Special] You may reroll one mana die and/or use an extra mana die from the source
3. [Combat] [Pay a Blue Mana] Ice Attack 3. You may discard one Wound in your hand to increase this Attack by 2.



Elite Units

Avian Sniper
Level 3 (Elite) | Armor: 4 | Influence: 8 | Recruit: Village, Monastery or City
1. [Movement] Move 3
2. [Combat] Ranged Attack 4 or Ranged Attack 6 against an enemy with the Unfortified ability
3. [Combat] Ranged Attack 3 and Ranged Attack 2 split against two different enemies

Avian Druid
Level 3 (Elite) | Armor: 3, Ice/Fire Resistance | Influence: 8 (Reputation worth double) | Recruit: Monastery, Magical Glade
1. [Heal] Heal 2 and ready a level 1 or 2 unit
2. [Special] Gain a green mana token and a green crystal to your inventory
3. [Healing] [Pay 1 Green Mana] Throw away up to 2 wounds in your discard pile and Heal 1

Avian Sage
Level 3 (Elite) | Armor: 4, Physical Resistance | Influence: 10 (Reputation worth double) | Recruit: Monastery
1. [Combat] Until the end of your turn, you may use Block as Attack and Attack as Block.
2. [Special] Gain a white mana token and a white mana crystal to your inventory
3. [Interaction] [Pay 1 White Mana] Ignore any negative reputation you have during this turn (including X). Influence 7.

Avian Champion
Level 3 (Elite) | Armor: 7 | Influence: 10 (Reputation worth double) | Recruit: Monastery or City
1. [Combat] Block 4. Attack 1 (or Attack 2 if against the same enemy) during the Attack phase
2. [Combat] Block 2. Attack 3 (or Attack 4 if against the same enemy) during the Attack phase
3. [Combat] [Pay 1 White Mana] Block 6. Attack 5 (or Attack 6 if against the same enemy) during the Attack phase

Lich
Level 3 (Elite) | Armor: 4, Ice Resistance | Influence: 9 (ignore all Reputation) | Recruit: Mage Tower or Necropolis
1. [Healing] Randomly add up to two cards from your discard pile to your hand.
2. [Healing] [Pay 1 Green Mana] Randomly add one card from your discard pile to your hand. Then add one card of your choice from your discard pile to your hand.
3. [Healing] [Pay 1 Blue Mana] Randomly add one card from your discard pile to your hand. Then add one card of your choice from your deed deck to your hand.

Abaddon
Level 3 (Elite) | Armor: 4, Fire Resistance | Influence: 11 (ignore all Reputation) | Recruit: Mage Tower or Necropolis
1. [Combat] Fire Attack 4 or Fire Attack 6 against an enemy with Ice Resistance. Reputation-1
2. [Combat] Fire Block 5 or Fire Block 7 against an enemy with the Brutal or Poison ability. Reputation-1
3. [Special] Your wounded units may be spent this turn. Fame+2, Reputation-1

Fell Beast
Level 3 (Elite) | Armor: 4, Fire/Ice Resistance | Influence: 12 [10] | Recruit: Mage Tower [or Bastion of Void]
1. [Combat] Fire Attack 2 and Ice Attack 2 split against the same or different enemies
2. [Combat] Discard an advanced action, Fire Attack 4 and Ice Attack 4 split against the same or different enemies
3. [Combat] Discard a spell, Fire Attack 6 and Ice Attack 6 split against the same or different enemies

Void Mystic
Level 4 (Elite) | Armor: 5, Fire/Ice Resistance | Influence: 14 [12] | Recruit: City [or Bastion of Void]
1. [Special] Discard a card, gain two mana crystals of any basic mana
2. [Healing] Look through your deed deck and your discard pile and pick one card from each to set aside. Shuffle your deed deck and place the selected cards on top of your deed deck in any order you choose.
3. [Combat] [Pay 1 Mana] Target enemy’s attack and armor are both reduced by 3 (minimum 1). If you paid a Black Mana, target enemy’s attack and armor are both reduced to 1 instead.

Void Spellblade
Level 4 (Elite) | Armor: 5, Physical Resistance | Influence: 14 [12] | Recruit: City [or Bastion of Void]
1. [Combat] Siege Attack 3 and Ranged Attack 3 during the Ranged/Siege phase or the Attack phase. Block 3 during the Block phase and Attack 3 during the Attack phase.
2. [Combat] Ignore one offensive or defensive ability of an enemy and remove one element of an enemy attack (Fire and Ice become Physical, Cold Fire becomes Ice or Fire). You may pay a Gold Mana to use one or both abilities twice each.
3. [Special] [Pay 1 Mana] Gain a gold or black mana crystal to your inventory (Gold crystals can only be used during the day and Black crystals can only be used during the night).

Void Knight
Level 4 | Armor: 9 | Influence: 16 [13] | Recruit: [!] City [or Bastion of Void]
1. [Special] Pick a basic mana color. You have unlimited mana of the selected color this turn.
2. [Healing] Ready a level 1, 2 or 3 unit. Pay 1 Mana of any color to ready up to 2 additional level 1, 2, or 3 units.
3. [Combat] [Pay 1 Mana] At any time during combat, destroy target enemy. Unless you paid a Gold or Black Mana, you earn half fame for that enemy (rounded up).


Monster abilities
Attack type

-fire: only ice block and Cold Fire block is effective, other blocks are inefficient (halved)
-ice: only fire block and Cold Fire block is effective, other blocks are inefficient (halved)
-cold fire: only Cold Fire block is effective, other blocks are inefficient (halved)
-earth: only physical block or Cold Fire block is effective, other blocks are inefficient (halved)
-wind: Ice or fire block is effective (not Cold Fire), other blocks are inefficient (halved)
*inefficiency does not stack, blocks are only halved at most once

Offensive
-swift: when blocking, double the value of the attack
-invisible: when blocking, triple the value of the attack (is considered to have the swift ability)
-brutal: when unblocked, damage becomes doubled
-cruel: when unblocked, damage becomes tripled (is considered to have the brutal ability)

-poison: each wound also leaves one wound in discard pile and units take 2 wounds
-plague: each wound also leaves two wounds in discard pile and units take 3 wounds (is considered to have the poison ability)
-pain: wounds inflicted by this enemy go to the top of your deck instead of your hand at the end of the battle
-paralyze: when taking wound, player must discard all non-wound cards in hand (units taking damage are destroyed and removed from the game)
-lost: if the player takes any wound to their hand from this attack, they must throw away from their hand or discard pile an artifact > spell > advanced action in that order (banners for units). If unable to throw away, this ability has no effect.

-assassination: damage cannot be assigned to units
-pierce: cannot be blocked (damage must be taken if not defeated during range/siege phase and attack is not prevented)
-void strike: attack cannot be reduced by effects
-cumbersome: move point can be spent to reduce the attack of this enemy
-mercy: influence can be spent to reduce the attack of this enemy

-vampirism: gain 1 armor for each wound inflicted
-daze: for each wound taken to hand from this attack, the player must immediately discard a card of their choice from their hands (or -1 to hand limit this turn if unable, minimum hand size is 1)
-burst: for each wound taken to hand from this attack, the player takes must immediately discard one card the top of their deed deck
-mana burn: for each wound taken to hand from this attack, the player is required to discard one crystal from their inventory
-chain strike: after damage is dealt, it hits again to another different unit if able
-source drain: one fewer mana dice from the source can be used for each of these enemies in battle

Defensive
-fortified: only siege attacks can be used during the range/siege attack phase
-unfortified: this enemy is never fortified (overrides the fortified ability)
-dodge: cannot be hurt by siege attacks during the range/siege attack phase only

-arcane immunity: not affected by non-attack and non-block effects except effects that target the enemy’s attack

-physical/fire/ice/wind/earth resistance: physical/fire/ice/range/siege (any element) attacks are inefficient (halved) and non-attack, non-block effects from none/red/blue/white/green cards are ignored
-physical/fire/ice/wind/Ice immunity: physical/fire/ice/ranged/siege (any element) attacks are not applied, non-block and non-attack effects from none/red/blue/white/green cards are ignored
*inefficiency does not stack, attacks are only halved at most once

-elusive: armor is increased when not blocked
-relentless: armor is increased when blocked
-mirage: reverse of summon attack, summons an enemy at the start of battle and uses that unit's armor (inherits all abilities from original enemy, but no effects stack)

-defense: add x armor to themselves or another enemy (apply to first possible target)
-impervious: each attack only does 1 damage against armor (e.g. 3 armor requires 3 different attack cards or sources)
-front line: cannot be grouped with non-front line enemies. must resolve all front-line enemies first (including ranged/block/assign/attack), all considered 1 battle (i.e. units can only be assigned damage once, once per turn abilities can only be used once)

Offensive and Defensive
-aura: cannot be affected, blocked or attacked by unit abilities (units can take damage for you unless the enemy also has assassination)
-resilient: cards cannot be played sideways as attack or block against this enemy

Rewards
-crystalline: gives crystals as reward
-reputation+/-: increase or decrease reputation when defeated
-combat exp: worth more fame if defeated in the attack (not ranged) phase (not affected by other enemies being defeated during the ranged phase)
-challenge exp: worth more fame if defeated without the use of any units (units can be used against other enemies in the same battle)
-card limit: +x card limit at the end of this turn
-advanced action/spell: gain an advanced action/spell card from the offer to the top of your deck
-heal x: heal up to x wounds immediately at the end of combat
-elementalist/dark crusader token: gain a one-time use token from the respective faction at the end of combat


Enemies
Aquatic (4-6 fame)
Nymph
Armor: 4
Attack: Wind 2 + Wind 2 + Wind 1 (Mercy)
Fame: 3 (Crystalline Random)

Nereid
Armor: 4
Attack: Ice 2 + Ice 2 + Ice 1 (Mercy)
Fame: 3 (Crystalline Random)

Pirates
Armor: 4 [8] (Relentless)
Attack: 5 (Poison, Daze)
Fame: 3 (Crystalline Choice)

Mermaid
Armor: 3 (Wind/Ice Resistance)
Attack: Wind 3 + Ice 3 (Mana Burn)
Fame: 3 (Heal 1)

Siren
Armor: 5 (Wind Immunity)
Attack: 5 (Assassination, Cruel)
Fame: 4

Kelpie
Armor: 4 (Dodge)
Attack: 4 (Pierce)
Fame: 4

Naga
Armor: 4 [8] (Relentless)
Attack: 7 (Brutal)
Fame: 5 (Combat Exp+1)

Dragon Turtle
Armor: 2 (Impervious, Frontline)
Attack: 10 (Cumbersome)
Fame: 5

Kraken
Armor: 8 (Ice Resistance)
Attack: 4 + 2 + 2 + 1
Fame: 6 (Challenge Exp+1)

Undine
Armor: 6 (Ice Immunity, Resilient, Arcane Immunity, Defense 3)
Attack: Water 6 (Mercy)
Fame: 6


Avian (5-6 fame)
Avian Rogue
Armor: 6 [3] (Elusive, Dodge)
Attack: 5 (Swift, Daze)
Fame: 4 (+1 Reputation)

Avian Slasher
Armor: 5
Attack: Wind 4 (Swift, Brutal)
Fame: 4 (Combat Exp+1)
4 fame = minotaur

Avian Lasher
Armor: 8 [4] (Elusive)
Attack: 6 + 2 (Assassination, Pain)
Fame: 5

Avian Rusher
Armor: 5 (Unfortified, Frontline)
Attack: 9
Fame: 4 (Combat Exp+2)

Avian Sniper
Armor: 6 (Wind Resistance)
Attack: 6 (Pierce)
Fame: 6

Avian Druid
Armor: 6 (Fire/Wind Resistance)
Attack: Summon Mage
Fame: 5 (Crystalline Random)

Avian Sage
Armor: Mirage Mage (Fortified, Earth Resistance)
Attack: Wind 5 (Mana Burn)
Fame: 6 (Crystalline Choice)

Avian Champion
Armor: 7 [14] (Relentless)
Attack: Earth 6 (Brutal)
Fame: 6 (Challenge Exp+1)


Undeath (5-7 fame)
Horror
Armor: 6 (Ice Immunity)
Attack: 9 (Poison, Cumbersome)
Fame: 5

Abomination
Armor: 6 (Physical Resistance)
Attack: Earth 5 (Plague)
Fame: 6

Specter
Armor: 8 [4] (Elusive, Earth Immunity)
Attack: 4 (Void Strike, Invisible)
Fame: 5

Wraith
Armor: 10 [5] (Elusive, Wind Immunity)
Attack: Ice 4 (Assassination, Daze, Source Drain)
Fame: 6

Lich
Armor: 5 (Ice/Earth Resistance)
Attack: Wind 5 (Burst)
Fame: 5

Revenant
Armor: 7 (Arcane Immunity, Aura)
Attack: 7 (Chain Strike)
Fame: 6 (+1 Card Limit)

Abaddon
Armor 7 (Fire Immunity)
Attack: Fire 4 (Void Strike, Poison, Cruel)
Fame: 6

Reaper
Armor: 8 (Fortified, Dodge)
Attack: Earth 7 (Paralyze)
Fame: 7 (+1 Card Limit)


Void (8-10 fame)
Fell Beast
Armor: 8 (Front Line, Fire/Ice Resistance)
Attack: Fire 3 + Ice 3 + Wind 4 (Void Strike)
Fame: 8

Lost One
Armor: 11 (Earth Immunity)
Attack: Earth 9 (Lost)
Fame: 9

Ancient Nightmare
Armor: 4 (Impervious, Resilient, Arcane Immunity)
Attack: Cold Fire 9 (Void Strike, Chain Strike)
Fame: 10 (+1 Advanced Action)

Void Mystic
Armor: Mirage City (Fire/Ice Immunity)
Attack: Summon Mage+Summon Mage
Fame: 9

Void Spellblade
Armor: 9 (Physical Resistance, Aura)
Attack: 6 + Cold Fire 3 (Source Drain)
Fame: 9

Void Councilor
Armor: 9 (Earth/Wind Resistance, Aura)
Attack: Earth 7 (Plague) + Wind 7 (Daze)
Fame: 9 (Heal 1)

Void Knight
Armor: 14 (Fortified)
Attack: 14
Fame: 10

Chaos Lord
Armor: Mirage Undeath + Mirage Avian (Arcane Immunity)
Attack: Cold Fire 9 (Void Strike, Assassination, Lost)
Fame: 10 (+1 Spell)


Locations
Scouting Party (all tiles-rampaging enemy)
When Revealed: Place an Avian enemy token face-up on this space.
Effect: No one can enter this space when it is occupied by an Avian enemy token. Avian enemies can be provoked into combat by a player who moves from one space adjacent to them to another space adjacent to them.
Action: You can challenge an Avian enemy from an adjacent space as your action. If you defeat it, discard the enemy token and you get Reputation-1.

Wandering Dead (all tiles-rampaging enemy)
When Revealed: Place an Undeath enemy token face-up on this space.
Effect: No one can enter this space when it is occupied by an Undeath enemy token. Undeath enemies can be provoked into combat by a player who moves from one space adjacent to them to another space adjacent to them.
Action: You can challenge an Undeath enemy from an adjacent space as your action. If you defeat it, discard the enemy token and you get Reputation+1.

Hidden Valley (country tiles-village site)
Recruit (any player): Units with Monastery icon can be recruited here for 1 influence less than the listed cost. Units with the Mage Tower icon can be recruited here for 1 influence more than the listed cost. If a unit can be hired at both a monastery and mage tower, its cost is not changed
Ritual of the Winds (any player): Spend multiples of 4 influence. For each, you get +1 fame at the end of your turn and you may look at (do not reveal) any 1 hidden enemy token on the map or at the top token of any unused enemy token pile.

Challenge the Chief: You may challenge the Avian chief as your action for the turn. If you do, you get Reputation-1. Draw a random Avian enemy token to fight. Your units cannot be used in this combat. If you defeat the enemy, place 2 of your Shield tokens on the Hidden Valley (each one gives you +1 influence when interacting at this site) and gain a random regular unit from the top of the regular units deck (if that unit can only be recruited through an interaction, discard it and redraw). If you do not have a free command token, you do not have to disband a unit.

Other Player’s Hidden Valley’s: Can be challenged and you get Reputation-1. If the owner is not present, draw a random Avian enemy token as the defender (it is worth half Fame rounded up). If your challenge is successful, you replace the owner’s Shield tokens with 2 of your own (do not gain a random regular unit).
Your Hidden Valley: At the end of the game, each Hidden Valley with your Shield tokens counts as 1 conquered site

Dwarven Fortress (country tiles-village site)
Recruit (any player): Units with the Keep icon can be recruited here for 1 influence less than the listed cost. Units with the Village icon can be recruited here for 1 influence more than the listed cost. If a unit can be hired at both a keep and village, its cost is not changed
Exchange Gems (any player): Spend 5 influence to trade 1 crystal for any 2 except that color (max once per turn)

Explore the Cursed Mines: You may explore the cursed mines as your action for the turn. If you do, place one non-wound card from your hand of your choice on top of your deck and then draw a random Undeath enemy token to fight. If you defeat it, place 2 of your Shield tokens (each one gives you +1 influence when interacting at this site) and place 1 mana crystal of your choice from the general supply on this site.

Other Player’s Dwarven Fortresses: Cannot be conquered by another player
Your Dwarven Fortress: When starting your turn here while you have Shield tokens on it, gain a mana crystal to your inventory of the same color as the crystal placed on this site. At the end of the game, each Dwarven Fortress with your Shield tokens counts as 1 conquered site.

Graveyard (country tiles-adventure site)
While Unconquered: You may explore the Graveyard as your action for the turn. If you do, draw an Undeath enemy token and fight it. If you fail to defeat it, leave the enemy token face up on this space. Next time a player chooses to explore the Graveyard, they fight this enemy.
Reward: If you defeat the enemy, mark the space as conquered with your Shield token and gain Fame+2, Reputation+1 at the end of your turn. At the end of the game, each Graveyard with your Shield token counts as 1 adventure site.
While Conquered: You can recruit Units with the Graveyard symbol here.

Crypt (core tiles-adventure site)
While Unconquered: You may explore the Crypt as your action for the turn. If you do, draw two undeath enemy tokens and fight them. If you fail to defeat them both, any undefeated tokens remain face up on the space and any defeated enemies are replace with a new face down undeath enemy token. Next time a player chooses to explore the Crypt, they reveal and fight these tokens.
Reward: If you defeat both enemies, mark the space as conquered with your Shield token and gain Fame+4, Reputation+2 at the end of your turn. At the end of the game, each Graveyard with your Shield token counts as 1 adventure site.
While Conquered: You can recruit Units with the Graveyard symbol here.

Necropolis(core tiles-conquer site-fortified)
When revealed: Place 1 random undeath enemy token face down on this space. This token is revealed during the day if a player is adjacent to it.
While Unconquered: Can be assaulted and you get Reputation+1. Fight the Undeath unit; the defending enemies are fortified. If successfully assaulted, mark it with Shield token; you now own this Necropolis.

While Conquered (any player): You can recruit Units with the Graveyard or Necropolis symbol here.
Other Player’s Necropolis: This site cannot be conquered by another player
Your Necropolis: If you end your turn on or adjacent to a Necropolis you own, you may randomly place 1 card from your discard pile at the bottom of your deck (before you draw). At the end of the game, each Necropolis with your Shield token counts as 1 conquered site.

Battlefield (core tiles-conquer site)
Join City: Draw a random draconum enemy token to fight
-Reward: Recruit a random elite unit from the top of the elite unit deck at the end of the turn (if that unit can only be recruited through an interaction, discard it and redraw). If you do not have a free command token, you do not have to disband a unit.
Join Draconum: Draw a random city enemy token to fight
-Reward: Gain up to a total of 2 advanced actions and/or spells from the offer (e.g. 1 of each), refreshing between gains

Join Neither: Draw a random draconum and city enemy tokens and fight them both at the same time
-Reward: Fame+6 and you get Reputation-2
Mediator: Pay 10 influence and any 2 mana
-Reward: Gain 2 crystals of your choice and you get Reputation+3

Win (any of the above): This site can no longer be used by any player. Place your Shield token on this site. At the end of the game, each Battlefield with your Shield token counts as 1 conquered site.
*if you fail, return all enemies to the supply, any player can try again and will redraw

Void Portal (core tiles-adventure site)
While Unconquered: You may explore the Void Portal as your action for the turn. If you do, draw a random void enemy token and fight it. If you fail to defeat the enemy, discard it. Next time a player chooses to enter, they draw a new void enemy token.
Reward: Place 1 Shield token on this site.

While Unconquered: You may attempt to close the Void Portal as your action for the turn. If you do, draw two random void enemy tokens and fight them both together. If you fail to defeat them both, discard any undefeated enemy tokens. Next time a player attempts to close the portal, they draw and fight two new random Void enemy tokens. If you defeat both enemies, the Void Portal is closed and can no longer be used by any player.
Reward: Place 2 of your Shield tokens on this site and gain a skill from the common skill offer of your choice.

When Conquered: At the end of the game, the player with the most Shield tokens on this Void Portal can claim is as 1 adventure site if unclosed, or 2 adventure sites if closed (the player who first placed a Shield token wins ties).

Bastion of Void (core tile-conquer site-fortified)
When revealed: Place 1 random void enemy on it, then roll a mana die and place the following enemy underneath (both hidden)
Green: 2 orcs | Blue: 1 mage | White: 1 city | Red: 1 draconum | Gold: 1 dungeon | Black: 1 undeath. These tokens are revealed during the day if a player is adjacent to it.
Unconquered Bastion of Void: Can be assaulted (you do not gain or lose Reputation). Reveal any hidden enemies and fight them all at the same time; they are fortified. If successfully assaulted, mark it with 2 of your Shield token. You now own this Bastion of Void and it counts as 2 conquered site at the end of the game. If you fail to defeat both enemies, do not replace the enemies – the next player to assault the Bastion of Void fights any remaining enemy tokens only.

Conquered Bastion of Void (any player): You can recruit Units with the Void symbol here. You can recruit Units with the City symbol here for 1 influence more than its listed cost. Artifacts can be bought here for 12 influence point each. The artifact is drawn at the end of the turn, as if you won them in combat.
Other Player’s Bastion of Void: This site cannot be conquered by another player

Hidden Grove (all tiles-misc site)
Healing Essence: If you end your turn on a hidden grove, you can throw away 1 wound in your hand or discard pile. This is not the same as Healing and the effect cannot be combined with other Healing effects.
Serenity: As your action for the turn, you can discard any number of cards and up to 1 wound from your hand. Ready spent unit(s) whose level(s) equal to the number of cards and wounds you discarded this way
Recruit: You may recruit any unit from the unit offering that is normally available at a magical glade

Ruins (all tiles-ruin sites)
Discard a spell | Discard an advanced action | Discard a card (Fame+7)

Discard an artifact | Discard a spell | Discard a card (Fame+10)

Keep+Keep (Advanced Action+2 different Crystals of your choice)

Keep+Avian (Advanced Action+1 of each Crystal)

Keep+Undeath (Spell+Advanced Action)

Avian+Mage (Spell+1 of each Crystals)

Undeath+Undeath (Artifact+Spell)

Dungeon+City (Unit+Advanced Action)
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Guy Srinivasan
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Kirkland
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Re: Avian vs Undeath
There's a lot of stuff here?

I'm not sure Impervious or Resilient work rules-wise or theme-wise very well... corner cases include:

Sword of Justice for 1 billion should get through impervious. It sure looks like the Attack comes from multiple sources, because of discarding cards, but it doesn't.

Speaking of sources, the rules have no provision for "sources" of attack. You generate points of Attack in some way? They add to your sum of Attack points with some type.

Consider e.g. Power of Pain. If I play a Wound card sideways for Attack 2 with Power of Pain, is that two sources of Attack or just one? Neither the Wound nor the skill on its own would generate any attack; together, they generate 2. Is the Turtle defeated? If not, why not, and does your rule still work for Sword of Justice/Stout Resolve/Improvisation, Hot Swordsmanship, and Universal Power? How about Circlet of Proficiency on Forked Lightning?

How does Resilient work at all given that playing cards sideways for Attack adds to an Attack sum, rather than applying an Attack to a token or something? How does it work with the interaction between skills and playing cards sideways? Does it simply outlaw playing cards sideways for Attack and Block? During exactly which parts of the turn? If I play Diplomacy and then play a card sideways for Influence can I use that part of the Influence in my Influence pool for Block?
 
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