# | Name | Name | Faction | Type | Description | Glory | Restricted | Set | FAQ | Tags | TDC | Popularity |
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H193 | Descending Tide |
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Dual: Score this in the third end phase if: There are two or more surviving friendly fighters And: Each of those fighters holds an objective in enemy territory. |
3 | - |
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- | - | |||
H196 | False Apotheosis |
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Surge: Score this immediately after a friendly fighter's Attack action that takes an enemy fighter with three or more upgrades out of action. | 2 | - |
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- | - | |||
H201 | Horrors in the Dark |
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Surge, Hybrid: Score this immediately after an activation if: Two or more friendly fighters are in cover hexes that are not in your territory. Or: Two or more friendly fighters hold objectives that are not in your territory. |
1 | - |
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- | - | 8/40 (20%) | ||
H202 | Illusory Nemesis |
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Surge, Hybrid: Score this immediately after: A power step if one or more opponents played one or more Illusion upgrades in that power step Or: You play your third or subsequent Illusion upgrade in the same phase. |
1 | - |
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- | - | |||
H203 | Illusory Prominence |
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Dual: Score this in an end phase if: Each surviving friendly fighter has no upgrades And: There are one or more Illusion upgrades in your power discard pile. |
1 | - |
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- | - | |||
H204 | Illusory Titan |
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Surge: Score this immediately after a friendly fighter's Attack action that takes the target out of action, if that friendly fighter has two or more Illusion upgrades. | 1 | - |
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- | - | |||
H212 | Lengthening Shadows |
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Score this in an end phase if there are more friendly fighters in enemy territory than there are enemy fighters in enemy territory. | 2 | - |
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- | - | 4/40 (10%) | ||
H217 | Masters of Illusion |
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Surge: Score this immediately after a power step if each surviving friendly fighter has one or more Illusion upgrades. | 1 | - |
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- | - | |||
H219 | Out of Time |
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Hybrid: Score this in an end phase if: Your warband holds a number of objectives equal to the round number (e.g. two objectives in the second end phase) Or: The number of friendly fighters in cover hexes is equal to the round number. |
1 | - |
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- | - | |||
H224 | Shadow Match |
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Hybrid: Score this in an end phase if: One or more friendly fighters hold an objective that has a number equal to their Wounds characteristic Or: One or more friendly fighters each have a number of upgrades equal to their Wounds characteristic. |
1 | - |
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- | - | |||
H225 | Shock Troops |
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Surge, Hybrid: Score this immediately after an activation if: One or more friendly fighters hold an objective in enemy territory that has a number equal to the number of that fighter's upgrades Or: One or more friendly fighters each have more upgrades than there are surviving enemy fighters. |
1 | - |
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- | - | 2/40 (5%) | ||
H227 | Trace the Leylines |
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Score this in an end phase if there are X or more friendly fighters within X hexes of an objective that is not held by an enemy fighter, where X is that objective's number (e.g. if there are two or more friendly fighters within 2 hexes of objective 2). | 1 | - |
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- | - | |||
H233 | Cover of Darkness |
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Pick one: Gambits cannot deal damage. This effect persists until the end of the next power step. Or: Push one friendly fighter up to 2 hexes into a cover hex. |
- | - |
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? | - | 14/40 (35%) | ||
H234 | Dark Determination |
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Surviving friendly fighters other than your leader have the assassin keyword. +1 Dice to friendly assassin's Range 1 Attack actions that target a leader. This effect persists until the end of the phase. |
- | - |
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H236 | Deafening Clangour |
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Play this only if one or more friendly fighters each have three or more upgrades. Scatter 3 from one of those fighters' hexes. Stagger each enemy fighter in each hex in the chain. | - | - |
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- | - | |||
H242 | Illusory Find |
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Reveal cards from the top of your power deck one by one until you reveal an Illusion upgrade. Add that card to your hand, then return the revealed cards to your power deck and shuffle your power deck. If you did not reveal an Illusion upgrade, return the revealed cards to your power deck and shuffle your power deck. | - | - |
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H249 | Phantom Advance |
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Push each friendly fighter with one or more Illusion upgrades up to 1 hex towards the nearest enemy fighter. | - | - |
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H250 | Phantom Denial |
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Reaction: Play this when an opponent plays a gambit which chooses one or more fighters, if one or more of the chosen fighters are friendly fighters with one or more Illusion upgrades. Discard one power card. When you do, those fighters are not chosen and the gambit is discarded. | - | - |
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- | - | |||
H251 | Phantom Retrieval |
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Pick one or more Illusion upgrades in your discard pile. Then discard two power cards for each Illusion upgrade you picked. When you do, return the Illusion upgrades you picked to your hand. | - | - |
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H258 | Shady Bargain |
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Give one upgrade to one friendly fighter without spending any glory points. Then pick one opponent. That opponent may give one upgrade to one of their fighters without spending any glory points. | - | - |
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H260 | Siphoned Vigour |
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Choose one friendly fighter. Heal the chosen fighter according to the number of upgrades that fighter had when you played this card, as shown below. Then break each of the chosen fighter's upgrades. 0-1 upgrades: Heal (1) 2-4 upgrades: Heal (2) 5+ upgrades: Heal (3) |
- | - |
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H263 | Transfer of Power |
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Choose two friendly fighters who each have one or more Illusion upgrades and no Charge tokens. Place each chosen fighter in the hex that was occupied by the other fighter when you chose them. | - | - |
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- | - | |||
H271 | Bloodwrack Mask |
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Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card. Reaction: After an enemy fighter's Move action, if that enemy fighter is within 1 hex of this fighter, deal 1 damage to that fighter. |
- | - |
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- | - | 2/40 (5%) | ||
H278 | Ephemeral Fortitude |
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This fighter has a Wounds characteristic of 4 in rounds 1 and 2, and a Wounds characteristic of 2 in round 3. This fighter's Wounds characteristic cannot be modified. | - | - |
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- | - | |||
H279 | False Presence |
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Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card. When this card is broken, if this fighter is on the battlefield, place this fighter in a starting hex in your territory. |
- | - |
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H281 | Illusory Form |
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Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card. This fighter is on Guard. |
- | - |
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- | - | 2/40 (5%) | ||
H290 | Phantom Darts |
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Attack action, Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
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- | - |
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- | - | 6/40 (15%) | ||
H292 | Phantom Fists |
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Attack action, Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
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- | - |
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- | - | 6/40 (15%) | ||
H293 | Phantom Shield |
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Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card. This fighter's Defence characteristic is ![]() |
- | - |
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- | - | 2/40 (5%) | ||
H294 | Phantom Spear |
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Attack action, Illusion Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
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- | - |
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- | - | 2/40 (5%) | ||
H300 | Shadow Mover |
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Denizen +1 Move while this fighter has 1 upgrade +2 Move while this fighter has 2-4 upgrades +3 Move while this fighter has 5+ upgrades |
- | - |
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H307 | Weapons Master |
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+1 Damage to this fighter's Range 1 and Range 2 Attack actions while this fighter has three or more upgrades. | - | - |
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- | - | 3/40 (7.5%) |