Faction
- The Farstriders
Card sets (9)
Organised play
3 | 16 - NOT VALID
Objectives (12)


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Q: Do both fighters need to be on the furthest opposite edge from each other?
A: No. The second fighter must be on the furthest opposite edge from the first fighter.
Current as of official Nightvault Designer's Commentary, November 2018
Total glory - 17
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Gambits (11)


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Q: Hidden Paths says that the fighter is considered to have made a Move action. Does this count towards triggering cards like Quick Thinker, Kunnin’ But Brutal, and March of the Dead?
A: The fighter gains a Move token but Hidden Paths is not a Move action (or, indeed, an action of any kind). This means that Quick Thinker and Kunnin’ But Brutal cannot be triggered by Hidden Paths (because there was no action to make the reaction to), and you cannot score Cover Ground from Hidden Paths (because it isn’t a Move action). However, as the fighter is considered to have made a Move action in that round, that fighter does count for March of the Dead when you check that in the end phase.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: Can I play Inspiration Strikes on a fighter that is already Inspired?
A: Yes.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: Time Trap instructs you to skip your next activation. Does this mean you have to take a Pass on your next activation, or do you get an extra activation and therefore change the turn order?
A: When you use Time Trap you take an extra action (not an activation). This action happens in the power step, and you do not flip an activation token when you take the action. You cannot use this action to do something you could not normally do (e.g. make a Move action with a fighter that has already has a Move token). Once you have taken the action, the power step continues. You must take the ‘Pass’ player activation as your next activation, which will be followed by the power step as normal. Time Trap does not change the turn order.
Q: How do ploys that grant extra actions work?
A: When a ploy allows a fighter to make an action, but does not specify an action, the fighter cannot make an action that would not normally be allowed by the rules of the game. In the case of Time Trap, if the fighter chosen had a Move token, they could not make a Move or Charge action, as the rules forbid a fighter with a Move token from making a Move action (and a Charge action always includes a Move action). However, if the fighter had a Charge token, this ploy would still allow them to make any action, as a Charge token simply prevents that fighter from being activated.
Current as of official Nightvault Designer's Commentary, November 2018


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Q: If a fighter is taken out of action by Trap, does that happen before or after they are driven back?
A: After.
Q: If a fighter is driven back by an Attack action that was not successful, and then Trap is played to deal damage to that fighter, is the Attack action considered to be successful?
A: No. The damage is dealt by the ploy, not the Attack action.
Q: I make an Attack action with my fighter, and after the dice are rolled it is determined that the Attack action is successful and will cause damage. My opponent plays Rebound as a reaction, but fails the roll so nothing happens. We continue to resolve the Attack action: my fighter deals the damage, and I choose to drive the target fighter back. Can I now play the Trap reaction?
A: Yes. The trigger for Trap is after the fighter is driven back, which is a different trigger to when the Attack action is determined to be successful or not.
Current as of official Nightvault Designer's Commentary, November 2018


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Upgrades (11)


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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 aor
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
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Q: Can a fighter with this upgrade make a normal Move action?
A: No.
Q: When a fighter with this upgrade makes a Charge action how does it work?
A: The fighter does not move normally. Instead, you place them on any objective token. Note that you must still follow the other rules for making a Charge action, so there must be an enemy fighter within range and line of sight of one or more of the moving fighter’s Attack actions at the end of its move.
Current as of official Nightvault Designer's Commentary, November 2018


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# | Name | Name | Faction | Type | Description | Glory | Restrictions | Set | FAQ | Tags | TDC |
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218 | Rangers, Advance |
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Choose two friendly fighters and push them one hex | - | - |
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225 | Flashing Handaxe |
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- | Sanson Farstrider |
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- | - | ||
231 | Swift Stride |
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+2 Move | - | - |
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- | - | ||
232 | Well-timed Lunge |
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- | Elias Swiftblade |
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- | - | ||
234 | Advancing Strike |
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Restricted Score this immediately when your warband takes an enemy fighter standing in enemy territory out of action |
1 | - |
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- | - | 4/33 (12.12%) | |
235 | Alone in the Darkness |
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Restricted Score this in an end phase if there are no adjacent fighters on the battlefield |
2 | - |
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- | - | 6/33 (18.18%) | |
243 | Change of Tactics |
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Restricted Score this immediately if a friendly fighter on Guard makes a Charge action |
1 | - |
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- | - | 13/33 (39.39%) | |
252 | Defensive Strike |
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Restricted Score this immediately when your warband takes an enemy fighter standing in your territory out of action |
1 | - |
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- | - | ||
257 | Escalation |
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Restricted Score this in an end phase if three or more upgrade cards were played in the preceding action phase |
2 | - |
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- | - | 29/33 (87.88%) | |
272 | Master of War |
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Score this in an end phase if you scored an objective card, played a ploy card and played an upgrade card in this round | 1 | - |
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- | - | 15/33 (45.45%) | |
280 | Perfect Planning |
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Restricted Score this in an end phase if none of your fighters made a Move action in the preceding action phase |
1 | - |
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282 | Ploymaster |
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Score this in an end phase if you played three or more ploys in the preceding action phase | 1 | - |
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- | - | 9/33 (27.27%) | |
284 | Precise Use of Force |
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Restricted Score this immediately if a friendly fighter makes a successful Attack action that deals exactly enough damage to take their target out of action |
1 | - |
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289 | Skirting Danger |
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Score this in an end phase if all surviving friendly fighters (at least two) are on edge hexes | 1 | - |
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- | - | 3/33 (9.09%) | |
291 | Superior Tactician |
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Score this in the third end phase if you have scored six or more other objective cards | 3 | - |
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- | - | 24/33 (72.73%) | |
329 | Great Concussion |
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Banned 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 |
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331 | Hidden Paths |
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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 | - | - |
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? | - | 27/33 (81.82%) | |
332 | Illusory Fighter |
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Restricted Choose one of your fighters on the battlefield. Place them on a starting hex in your territory |
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- | - | 4/33 (12.12%) | |
334 | Inspiration Strikes |
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Choose a friendly fighter. They become Inspired | - | - |
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? | - | 13/33 (39.39%) | |
347 | Quick Thinker |
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Banned 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 |
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348 | Ready for Action |
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Restricted Reaction: Play this after you upgrade a fighter in an action phase. They can make a Move or Attack action |
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- | - | 26/33 (78.79%) | |
368 | Time Trap |
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Banned Choose a fighter. They can take an action. Skip your next activation (you cannot play this card after your fourth activation) |
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? | - | ||
369 | Trap |
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Restricted Reaction: Play this during a friendly fighter's Attack action that drives an enemy fighter back. The enemy fighter suffers 1 damage |
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? | - | 6/33 (18.18%) | |
376 | Awakened Weapon |
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Restricted You can re-roll one attack dice each time this fighter makes an Attack action |
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- | - | 3/33 (9.09%) | |
384 | Deathly Fortitude |
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-2 Move, +2 Wounds | - | - |
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- | - | 24/33 (72.73%) | |
393 | Helpful Whispers |
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Restricted If this fighter has no adjacent friendly fighters, rolls of ![]() |
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395 | Incredible Strength |
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Restricted +1 Damage to all Attack actions with a Range of 1 or 2 |
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- | - | 2/33 (6.06%) | |
424 | Tethered Spirit |
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Restricted (Errata update) Reaction: During an Attack action or ploy that takes this fighter out of action, roll a defence dice. If you roll a ![]() ![]() |
- | - |
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L16 | Raptor Strike |
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Choose an enemy fighter within four hexes of your leader. They take 1 damage | - | - |
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N317 | Extreme Flank |
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Restricted 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 | - |
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? | - | 23/33 (69.7%) | |
N436 | Pit Trap |
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Restricted Reaction: Play this after an Attack action that drives an enemy fighter back. They suffer 1 damage |
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- | - | 3/33 (9.09%) | |
N499 | Faneway Crystal |
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When this fighter makes a Move action, they do not move normally. Instead, place them on any objective token, then discard this card. It is still considered to be a Move action | - | - |
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? | - | 21/33 (63.64%) | |
N501 | Fighter's Ferocity |
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If you score a critical hit when making an Attack action with this fighter, that Attack action has +1 Damage | - | - |
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- | - | 2/33 (6.06%) | |
N503 | Gloryseeker |
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+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more | - | - |
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- | - | 19/33 (57.58%) |