Vassal Clash II - 5th place
|73||Restless Dead||Place one friendly fighter that is out of action, other than the Sepulchral Warden, on a starting hex in your territory. Give that fighter one Raise counter.||-||-||-||-|
|76||Terrifying Screams||Choose an enemy fighter and push them one hex.||-||-||-||-|
|83||Frightening Speed||+2 Move.||-||The Harvester, The Champion, The Prince of Dust||-||-|
|N299||Branching Fate||Score this immediately if you roll three or more dice in an attack or defence roll and they all show a different symbol.||1||-||-||-|
|N319||Fired Up||Score this in an end phase if at least one surviving friendly fighter is Inspired.||1||-||-||-|
|N347||Martyred||Score this immediately if the first fighter taken out of action in this round is a friendly fighter.||1||-||?||-|
|N376||Tactical Supremacy 1-4||Score this in an end phase if you hold objectives 1 and 4.||2||-||-||-|
|N385||What Armour?||Score this immediately if a friendly fighter's Attack action with Cleave succeeds.||1||-||-||-|
|N445||Shifting Reflection||Choose a friendly fighter and an enemy fighter that are both holding an objective. Switch those fighters' positions.||-||-||-||-|
|N499||Faneway Crystal||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.||-||-||?||-|
|N503||Gloryseeker||+1 Damage to this fighter's Attack actions that target a fighter with a Wounds characteristic of 4 or more.||-||-||-||-|
|P47||Two Steps Forward||Choose two friendly fighters and push each of them one hex. Then choose an opponent: they choose one fighter from their warband and push them up to one hex.||-||-||?||-|
|P55||Quickening Greaves||In each round, you can do one of the following: push this fighter one hex before the roll to determine who has the first activation. or push this fighter one hex after the final power step.||-||-||?||-|
|B295||Path to Victory||Dual: Score this in an end phase
If: One or more enemy fighters were taken out of action in the previous phase
And: Your warband holds two or more objectives.
|B299||Scrum||Surge: Score this immediately after an activation if four or more fighters on the battlefield are in a single group in which each fighter is adjacent to at least one other fighter in that group.
|B305||Supremacy||Score this in an end phase if your warband holds three or more objectives.||3||-||-||NewestDuplicate|
|B306||Swift Capture||Surge, Dual: Score this immediately after an activation
If: Your warband holds one or more objectives in friendly territory
And: Your warband holds one or more objectives in enemy territory.
|B308||Temporary Victory||Surge: Score this immediately after an activation if your warband holds three or more objectives.
|B317||Uncontested||Dual: Score this in an end phase
If: Your warband holds two or more objectives
And: No enemy fighters hold objectives.
|B341||Frenzied Search||Play this only if your warband holds one or more objectives. Discard one power card. If you do, draw up to three power cards.
|B363||Restless Prize||Pick one objective token and move it into an adjacent hex up to two times. You cannot move it into a lethal hex or a hex that includes a feature token.
|B393||Cryptic Companion||This fighter is a Quarry. If this fighter is a Quarry and is holding an objective at the end of an action phase, gain 1 glory point.
|B398||Great Strength||+1 Damage to this fighter's Range 1 and Range 2 Attack actions.||-||-||-||NewestDuplicate||14/17 (82.35%)|
|B427||Sting of the Ur-Grub||Ur-grub Aspect
+1 Damage to this fighter's Range 1 Attack actions.
If this fighter has three or more Ur-grub Aspects, remove those cards from the game (they do not go into a discard pile) and give the Avatar of the Ur-grub upgrade to this fighter.
|G11||Tactical Supremacy 3-4||Score this in an end phase if your warband holds objectives 3 and 4.||2||-||-||NewestDuplicate|
|G13||Daylight Robbery||Roll one attack dice. On a roll of Smash or Critical success take 1 unspent glory point from one opponent.
|G18||Mischievous Spirits||Starting with you and going clockwise, each player does the following: pick one objective that has not been moved with this ploy, and move that objective into an adjacent hex. Do this until each objective has been moved once.||-||-||-||NewestDuplicate||14/17 (82.35%)|
|G21||Rebound||Reaction: Play this during an enemy fighter's Attack action, after the defence roll, if that Attack action would succeed. Roll one defence dice. On a roll of Dodge or Critical success the attacker is dealt damage equal to the Damage characteristic of the Attack action, and the combat sequence ends.
|G22||Spectral Wings||+2 Move to the first fighter to make a Move action in the next activation.||-||-||?||NewestDuplicate||8/17 (47.06%)|
|G27||The Blazing Key||Cursed Key
If this fighter is holding objective 3 in the third end phase, gain 2 glory points.
|G28||The Dazzling Key||Cursed Key
If this fighter is holding objective 4 in the third end phase, gain 2 glory points.
|G31||The Hallowed Key||Cursed Key
If this fighter is holding objective 1 in the third end phase, gain 2 glory points.