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Fighter cards
Faction
- Eyes of the Nine
Card sets (9)
Organised play
0 | 0 - VALID
Objectives (12)
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*(Errata update)* Score this in an end phase if your warband made at least four different actions from the following list in the preceding action phase: Move (other than as part of a Charge), Attack (other than as part of a Charge), Charge, Guard, another action on a fighter card (other than a reaction). - FAQ:
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Total glory - 18
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Gambits (10)
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Upgrades (10)
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*(Errata update)* **Reaction:** During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a :dfBlock: or :dfCrit: place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action. - FAQ:
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# | Name | Name | Faction | Type | Description | Glory | Restrictions | Set | FAQ | Tags | TDC |
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234 | Advancing Strike | Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action. | 1 | - | - | - | |||||
235 | Alone in the Darkness | Score this in an end phase if there are no adjacent fighters on the battlefield. | 2 | - | - | - | |||||
243 | Change of Tactics | Score this immediately if a friendly fighter on Guard makes a Charge action. | 1 | - | - | - | |||||
252 | Defensive Strike | Score this immediately when your warband takes an enemy fighter standing in your territory out of action. | 1 | - | - | - | |||||
257 | Escalation | Score this in an end phase if *three or more upgrade cards* were played in the preceding action phase. | 2 | - | ? | - | |||||
291 | Superior Tactician | Score this in the third end phase if you have scored six or more other objective cards. | 3 | - | - | - | |||||
329 | Great Concussion | Choose a hex on the battlefield, then push all fighters one hex (in whichever order you choose). This push must move them away from the chosen hex. If there is no hex you could push a fighter into, do not push them. | - | - | - | - | |||||
331 | Hidden Paths | Choose a friendly fighter that hasn't made a Move action this phase and is on any edge hex. Place them on any other edge hex. They are considered to have made a Move action. | - | - | ? | - | |||||
347 | Quick Thinker | **Reaction:** Play this after an enemy fighter's Move action. Make a Move action with a friendly fighter who has not already made a Move action in this phase. | - | - | - | - | |||||
348 | Ready for Action | **Reaction:** Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action. | - | - | ? | - | |||||
368 | Time Trap | Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation). | - | - | - | - | |||||
369 | Trap | **Reaction:** Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage. | - | - | ? | - | |||||
373 | A Destiny to Meet | If this fighter is not out of action at the end of the third action phase, gain 1 additional glory point. | - | - | ? | - | |||||
374 | Acrobatic | If this fighter has a :dfDodge: Defence characteristic or has a :dfBlock: Defence characteristic but is on Guard, roll an extra defence dice when they are the target of an Attack action. | - | - | ? | - | |||||
384 | Deathly Fortitude | -2 Move, +2 Wounds. | - | - | - | - | |||||
420 | Soultrap | **Reaction:** During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a :dfBlock: or :dfCrit: they suffer no damage and are not taken out of action, and you discard this upgrade. | - | - | ? | - | |||||
422 | Superior Agility | **Reaction:** During an Attack action that could drive this fighter back (whether or not your opponent chose to), you can instead push them one hex. | - | - | - | - | |||||
424 | Tethered Spirit | *(Errata update)* **Reaction:** During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a :dfBlock: or :dfCrit: place them on any starting hex in your territory, ignore the damage and discard this upgrade (they cannot be driven back). If you cannot, they are taken out of action. | - | - | - | - | |||||
N64 | Master of Magic | Score this immediately if your warband successfully casts two or more spells in this phase. *(Able to be scored if you draw this card after the condition was met)*. | 1 | - | - | - | |||||
N70 | Deceitful Step | Choose a friendly fighter that is not adjacent to an enemy fighter and roll a magic dice. On a roll of :MagChannel:, place them on any starting hex. Otherwise, place them on any objective token. If you cannot, nothing happens. | - | - | - | - | |||||
N80 | Empowered Sorcery | +1 Damage to all spell Attack actions. | - | Vortemis the All-seeing | - | - | |||||
N317 | Extreme Flank | Score this in an end phase if there is a friendly fighter on an edge hex and another friendly fighter on an edge hex on the opposite edge of the battlefield to the first fighter. Where there is more than one opposite edge, it must be the furthest of these edges. | 2 | - | - | - | |||||
N340 | Keep Them Guessing | *(Errata update)* Score this in an end phase if your warband made at least four different actions from the following list in the preceding action phase: Move (other than as part of a Charge), Attack (other than as part of a Charge), Charge, Guard, another action on a fighter card (other than a reaction). | 2 | - | - | - | |||||
N342 | Loner | Score this in an end phase if at least one surviving friendly fighter has no other fighter within three hexes. | 1 | - | - | - | |||||
N368 | Solid Gains | Score this in an end phase if you gained at least 3 glory points in this round. | 1 | - | - | - | |||||
N371 | Sorcerous Scouring | Score this immediately if your warband takes an enemy fighter out of action with a spell. | 1 | - | - | - | |||||
N389 | Abasoth's Withering | **Gambit Spell (:MagChannel:):** If this spell is cast, choose an enemy fighter within four hexes of the caster. That fighter has -1 Wounds (to a minimum of 1). This spell persists until that fighter is out of action. | - | - | - | - | |||||
N412 | Encroaching Shadow | Choose an enemy fighter in an edge hex. They suffer 1 damage. | - | - | - | - | |||||
N436 | Pit Trap | **Reaction:** Play this after an Attack action that drives an enemy fighter back. They suffer 1 damage. | - | - | - | - | |||||
N503 | Gloryseeker | +1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more. | - | - | - | NVduplicate | 29/37 (78.38%) | ||||
N539 | Slumbering Key | If this fighter is not out of action in the third end phase, gain 1 glory point. | - | - | - | - | |||||
N543 | Sudden Growth | -2 Move (to a minimum of 0), +2 Wounds. | - | - | - | - |