Golgotha

Alliances

BAUHAUS
Bauhaus Alliance
Equipment cards attached to your Bauhaus warriors may never be discarded unless possessing warrior is also discarded.

CAPITOL
Capitol Alliance
You may add Capitol warriors to your Squad at any time with no action cost. You must still pay the warrior`s V in D.

CYBERTRONIC
Cybertronic Alliance
All your Cybertronic warriors may use all Equipment and Relic cards except those restricted to the Dark Legion.

IMPERIAL
Imperial Alliance
If your Imperial warrior is wounded when combating a Dark Legion warrior, it is immediately healed unless the wound causes the warrior to be automatically killed.

MISHIMA
Mishima Alliance
Your Mishima warriors gain +5 to F, S and A when combating Dark Legion warriors.

THE BROTHERHOOD
Brotherhood Alliance
All your Brotherhood warriors may cast all Art cards, and they treat all PERSONAL COMBAT SPELLS as COMBAT SPELLS.

THE DARK LEGION
Dark Legion Alliance
You may bestow any Dark Symmetry cards on your Dark Legion warriors at any time with no D or action cost.

Art

BANISHMENT
Brotherhood Art
ART OF MANIPULATION. CAST AS TWO ACTIONS AND PAY 5 D. The caster forces any one Dark Legion warrior in play to return to its owner`s hand. Attached cards are discarded.
[GOLGOTHA]

Dark Symmetry

CHANGELING POWER
Dark Legion Dark Symmetry
GIFT OF ILIAN. You may alter the warrior`s unmodified F, S and A to anything you want, as long as the three numbers add up to the total of its actual F, S and A. None may be altered below 0.

Equipment

BEHEMOTH ARMOR
Dark Legion Equipment
ARMOR. MAY ONLY BE GIVEN TO A FOLLOWER OF ALGEROTH. A warrior may only have one suit of ARMOR. +2 to A. If given to a PRETORIAN BEHEMOTH, it instead provides +6 to A and allows the warrior to be bestowed with GIFTS OF ALGEROTH.

CARCASS SUIT
Dark Legion Equipment
ARMOR. MAY ONLY BE GIVEN TO A DARK LEGION WARRIOR. A warrior may only have one suit of ARMOR. The warrior`s base F is doubled, its base S becomes 0, and it gains +5 to A. The warrior may not use any other Equipment with the Carcass Suit.

GOLGOTHA`S MIRROR
Dark Legion Equipment
PLACE DIRECTLY INTO YOUR KOHORT AS TWO ACTIONS. While the Mirror is in play, you only pay half the V (rounded up) to bring non-Personality Dark Legion warriors into play. You may only have one Golgotha`s Mirror in your deck.

INFRARED GOGGLES
General Equipment
User gains +2 to S and is not affected by HEAVY FOG. Opponents may not HIDE IN SHADOWS against the user.

SCRAMBLING DEVICE
General Equipment
GIVE TO ANY DOOMTROOPER OR HERETIC. Remove from game at any time to discard any one Special card currently in play.

Fortifications

ARMORY
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. You may attach Equipment cards to the Armory at any time without action cost. Will never hold more than 5 cards. Warriors in your Squad may place or take legal Equipment from the Armory as one action each. You may discard equipment in the Armory at any time.

BARRACKS
General Fortification
ATTACH TO YOUR SQUAD AS ONE ACTION. While The Barracks is in play you only pay half the V (rounded up) to bring Doomtroopers into play. Personalities, Brotherhood warriors, and warriors that are considered VEHICLES or COMMANDERS are not affected by this card.

BANK OF BAUHAUS
Bauhaus Fortification
PLAY AT ANY TIME. May never be discarded or removed from game. You may spend D you do not have. Keep track of D you spend "on credit". D on credit may be erased at any time by paying 2D per 1D on credit. You may not win the game while you have D on credit. D gained by this card are not affected by ECONOMIC BREAKDOWN.

Missions

HONOR THE EMPEROR
Mishima Mission
ASSIGN TO ANY PLAYER. While this Mission is in play the assigned player gains 1 Promotion Point for each Mishima warrior that is put into play by any player. This Mission is never fulfilled.

YAHOO!
General Mission
GIVE TO ANY DOOMTROOPER OR HERETIC. Each time this warrior kills another warrior, it gains two extra points. Any other modifications to the total points gained are made BEFORE adding these points.

Special Cards

ARMS CONVOY
General Special
PLAY DURING YOUR TURN. ONLY USABLE DURING TEAM GAMES. All members of your team may transfer Equipment cards between legal warriors as one action each. Cards may be moved between Squads and Kohorts.

ATTRITION
General Special
ATTACH TO GAME AS TWO ACTIONS. REMAINS IN PLAY. At the beginning of each player`s turn, before anything else takes effect, that player must pay 1D per Warrior, Equipment, Fortification, Relic and Warzone card he or she has in play. Cards not paid for are discarded.

BACKLASH
General Special
PLAY DURING COMBAT ON A WARRIOR BESTOWED WITH A DARK SYMMETRY CARD. All Dark Symmetry effects providing positive modifiers to F, S or A instead provide negative modifiers during this combat. A value may not drop below 0.

CARTEL ENFORCEMENT
General Special
ATTACH TO GAME AT ANY TIME. MAY NEVER BE DISCARDED. While in play, only D are awarded when a player kills a warrior in his or her own Squad or Kohort.

CHANGE IN MOMENTUM
General Special
PLAY AT ANY TIME. THIS CARD MAY ONLY EFFECT EACH GAME ONCE. If unsuccessfully played, other copies of this card may be played until it successfully takes effect. The direction of play changes to the opposite direction after the current player`s turn.

CLIFFHANGER
General Special
PLAY IMMEDIATELY AFTER ANOTHER PLAYER`S DOOMTROOPER IS KILLED. The warrior is miraculously saved and regains the status it had before the combat. Attach this card to the warrior. While attached, the warrior may not attack your Doomtroopers.

CLOSE BUT NO CIGAR
General Special
PLAY IMMEDIATELY AFTER AN OPPONENT HAS WON THE GAME. May only be played once during each game, and may never be countered. The victory condition is raised to the opponent`s current amount of Promotion Points, plus 3.

CLOSE CALL!
General Special
PLAY IMMEDIATELY AFTER ONE OF YOUR SPECIAL CARDS THAT HAS "REMAINED IN PLAY" IS DISCARDED, THEN REMOVE THIS CARD FROM GAME. You may immediately take the discarded card back into your hand. You may only have one Close Call in your deck.

COMBAT FATIGUE
General Special
PLAY AS ONE ACTION ON ANY SQUAD OR KOHORT. All warriors in the affected Squad/Kohort are at half their base F, S and A (rounded up) until the beginning of your next turn.

DOUBLE TIME
General Special
PLAY AS TWO ACTIONS. While in play, you may discard up to two cards during each of your discard steps. Playing this card discards your MANIFEST DESTINY and vice versa.

ECONOMIC COLLAPSE
General Special
PLAY AT ANY TIME. All players lose half their D (round up) and all FACTORIES and INDUSTRIAL COMPLEXES in play are flipped over and considered shut down. You must spend two actions to reactivate a FACTORY and three actions to reactivate an INDUSTRIAL COMPLEX.

EQUAL RIGHTS
General Special
ATTACH TO GAME AS ONE ACTION. While in play, no player may ever perform more than one attack action between his or her Draw steps.

EXTORTION
General Special
PLAY ON ANY PLAYER DURING HIS OR HER TURN, BEFORE ACTIONS ARE PERFORMED. For every 4 D you spend, the player loses one action. You may never take away a player`s last action.

FESTERING WOUNDS
General Special
PLAY AT ANY TIME. All wounded warriors in play are discarded. No points are earned.

FOOL`S GOLD
General Special
PLAY IMMEDIATELY AFTER A WARRIOR HAS BEEN PAID FOR. The D spent was counterfeit and must be repaid. If not paid, the warrior is discarded.

FORTIFY WARZONE
General Special
PLAY ON YOUR WARZONE AT ANY TIME. Warriors may no longer attack YOU and earn Promotion Points. They may still attack you to earn Destiny Points. Discard this card when a warrior is placed in your Squad or Kohort.

HOSTILE TAKEOVER
General Special
PLAY AS ONE ACTION. You may immediately remove any one ALLIANCE card from the game.

IMPALE
General Special
PLAY ON A DARK LEGION WARRIOR DURING A FIGHT COMBAT. The warrior permanently impales its opponent if it manages to wound it (no points are earned). Place the opponent under the Dark Legion warrior. The impaled warrior provides +X to A, where X is the base V of the impaled warrior. The warrior may only have that one impaled warrior.

INQUISITION
General Special
ATTACH TO ANY BROTHERHOOD WARRIOR AS ONE ACTION. This warrior may now force any CULTIST in play to switch declared affiliation (Doomtrooper or Heretic) at any time. This takes precedence over the CULTIST`s wishes.

LACK OF FAITH
General Special
ATTACH TO ANY BROTHERHOOD WARRIOR AS ONE ACTION. This warrior may not attack or use the Art as long as this card remains in play. It may be attacked as normal.

LEASHED
General Special
ATTACH TO ANY DARK LEGION WARRIOR AS ONE ACTION. The affected warrior may not attack unless its controller first pays 5D.

LEVELED FIELD
General Special
PLAY AS THREE ACTIONS AND REMOVE FROM GAME. All cards in play, except warriors, are discarded. You may only have one Leveled Field in your deck.

LIMITED RESOURCES
General Special
ATTACH TO GAME AT ANY TIME. MAY NEVER BE DISCARDED. While in play, any warrior that successfully attacks a PLAYER only earns Destiny Points. It may not gain Promotion Points.

MARTYR
General Special
PLAY IMMEDIATELY AFTER A DOOMTROOPER PERSONALITY IS KILLED. The death of the Personality inspires all the other Doomtroopers of the same affiliation in play, giving them +2 to F, S, and A. This card remains in play until the corresponding Personality is brought back into play.

MISSING IN ACTION
General Special
ATTACH TO ANY DOOMTROOPER AT ANY TIME. While in play, the warrior is considered MISSING IN ACTION and may not perform any actions, be attacked or use the Art. Solitary MIA warriors do not prevent a PLAYER from being attacked!

MUTINY
Dark Legion Special
PLAY AS ONE ATTACK ACTION ON AN ENEMY DARK LEGION WARRIOR THAT MAY PARTICIPATE IN COMBAT, THEN REMOVE THIS CARD FROM GAME. The warrior attacks its controller and you earn half its modified V (rounded down) in Promotion Points.

NOTHING IS SACRED
General Special
PLAY AS ONE ACTION AND REMOVE FROM GAME. You may immediately change places with any other player. Only the seating order changes and all players keep their own cards. May not be used in 2-player games.

OUT OF FUEL
General Special
PLAY AS ONE ACTION AND REMOVE FROM GAME. All VEHICLES and cards that are considered VEHICLES in play are discarded. Warriors discarded in this way do not earn points.

RESCUE MISSION
General Special
PLAY AS ONE ACTION. All your warriors that are IMPRISONED or considered MISSING IN ACTION are returned to your Squad and/or Kohort.

SECOND THOUGHTS
General Special
PLAY DURING COMBAT, THEN REMOVE FROM GAME. The combat immediately ends and all warriors involved return to their controllers` hands. Attachments on the combatants are discarded.

STOLEN PAPERWORK
General Special
PLAY IMMEDIATELY AFTER A SPECIAL CARD HAS BEEN PLAYED BY AN OPPONENT. THEN REMOVE THIS CARD FROM GAME. The opponent may not use the card but YOU are free to use the card as you wish. You must be able to use the card, and it must be played immediately.

SURPLUS
General Special
PLAY AT ANY TIME. REMAINS IN PLAY. While in play, you are immune to the ATTRITION and the ECONOMIC BREAKDOWN cards.

SYMMETRY FAILURE
Brotherhood Special
PLAY AT ANY TIME. All Dark Symmetry cards in play are discarded.

TAX REFUND
General Special
PLAY AS ONE ACTION AND REMOVE FROM THE GAME. Discard one of your warriors in play to gain twice its modified V in D.

TERRITORIAL ADVANTAGE
General Special
PLAY ON A WARRIOR ATTACKING A WARRIOR DEFENDING FROM A WARZONE. The attacking warrior gains EITHER all the positive modifiers OR all the negative modifiers to F, S A and V listed on the Warzone card (you choose which). The Defender gains the Warzone modifiers as normal.

THE FIRST AMENDMENT
General Special
ATTACH TO GAME AT ANY TIME. MAY NEVER BE DISCARDED. All warriors that are "considered" something will also get all the special abilities written on the card they are considered, but only when that other card is in play.

TOTAL ECLIPSE
Dark Legion Special
PLAY AT ANY TIME. Flip ALL cards currently in play face-down. Face-down cards do not have ANY effect on the game (except warriors, who are considered in cover). A player must spend one action to flip any one card in play face-up. Attachements are not flipped face-up with their base cards; they must be individually flipped to again take effect.

TOUCHED BY THE LIGHT
Brotherhood Special
PLAY ON ANY HERETIC AT ANY TIME. This warrior has been turned to the forces of good and is now considered a non-affiliated Doomtrooper. All attached Dark Legion affiliated cards are discarded. This card will cancel DARK VISITATION and TAINTED.

TROOP TRANSFER
General Special
PLAY DURING YOUR TURN. ONLY USABLE DURING TEAM GAMES. All members of your team may transfer warriors between your Squads and between your Kohorts as one action each. Warriors may not be transfered from a Squad to a Kohort and vice versa.

TRUCE
General Special
PLAY AT ANY TIME DURING A TEAM GAME. Choose two teams when playing this card. Until the beginning of your next turn, warriors from those two teams may not perform attack actions directed against one another, or play Special cards designed to impede one another.

TUCKED AWAY
General Special
PLAY ON ANY PLAYER AT ANY TIME. Affected player must replace all the cards in his or her hand with an equal amount of cards from the bottom of his or her Draw pile (put the original hand on the bottom of the Draw pile).

UNDYING LOYALTY
General Special
ATTACH TO ANY DOOMTROOPER AS ONE ACTION. This warrior will never change allegiance, gain another affiliation, or be turned into a Heretic as long as this card remains in play. If the warrior already has gained a different affiliation, it reverts to its original affiliation only.

WARTIME RETRIBUTION
General Special
PLAY IMMEDIATELY AFTER A PLAYER DECIDES TO EARN PROMOTION POINTS FROM ATTACKING ONE OF YOUR WARRIORS. The player must pay you 2D for each earned Promotion Point. If the player cannot pay for ALL the points, he or she earns none of them. Any D earned is kept, and may be used to pay for the Promotion Points.

Warriors

ATILLA III
Cybertronic Warrior
8/7/8/9
PERSONALITY. CONSIDERED A CUIRASSIER. IMMUNE TO ALL DARK SYMMETRY CARDS. May never cast Art spells. While in play, all your CUIRASSIERS automatically kill anyone they wound.

CALLISTONIAN SUNDANCER
Dark Legion Warrior
12/4/7/9
FOLLOWER OF SEMAI. The Sundancer automatically kills any Dark Legion warrior it wounds.

CHRIS JACKSON
Capitol Warrior
4/8/8/7
PERSONALITY. CONSIDERED A SEA LION. While in play, all your SEA LIONS (but not Jackson himself) gain + 3 to F, S and A and may use any non-Dark Legion Equipment.

CORAL BEACH
Cybertronic Warrior
7/8/7/8
PERSONALITY. CONSIDERED A CHASSEUR. IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS, BUT NOT GIFTS OF APOSTLES. May never cast Art spells. While in play, all of your CHASSEURS (but not Beach himself) gain +2 to their F, S and A.

DESERT SCORPION
Capitol Warrior
3/6/4/5
Desert Scorpions may attack in Shoot combat while in cover. May enter cover at any time without performing a Seek Cover action.

DOOMSDAY PROCLAIMER
Dark Legion Warrior
3/7/7/5
FOLLOWER OF MUAWIJHE. While in play, you and all your FOLLOWERS OF MUAWIJHE are immune to the Art.

FURY ELITE GUARD
Brotherhood Warrior
5/6/7/7
May conjure the Arts of Premonition and Exorcism. Once in play, you may at any time assign the Guard to any one Brotherhood personality. It will battle in that warrior`s place during combat if you so choose. You may assign the Fury to another Brotherhood warrior by spending 5D at any time.

GOLGOTHA - MISTRESS OF SYMMETRY
Dark Legion Warrior
-/-/-/12
FOLLOWER AND NEPHARITE OF ALGEROTH. PERSONALITY. May never participate in combat or be in cover. May provide any Dark Legion warrior with any Dark Symmetry card at any time with no action cost. May cast any Art spell on any warrior.

INFANTRY SNIPER
Capitol Warrior
3/9/5/9
May perform a Shoot attack against any warrior that attacks any other Capitol warrior in play. This attack occurs before the Battle Tactic is announced. The original combat continues if the warrior survives. If more than one Sniper wishes to Shoot, the original Defender chooses the order of attacks.

INQUISITOR SIMON
Brotherhood Warrior
5/10/8/9
PERSONALITY. CONSIDERED AN INQUISITOR. May cast all aspects of the Art. May never be turned into a Heretic. Dark Legion warriors wounded by Simon are automatically killed.

LAST RITESMAN
Dark Legion Warrior
3/7/8/7
FOLLOWER OF DEMNOGONIS. As three actions, the Ritesman may transform any non-Personality Doomtrooper in play into a FOLLOWER OF DEMNOGONIS. It loses all other affiliations and now-illegal attached cards.

TIMOTHY MACGUIRE
Imperial Warrior
4/10/7/7
PERSONALITY. CONSIDERED A GOLDEN LION. While in play, all your non-Personality GOLDEN LIONS gain +4 to F, S and A and automatically kill any Dark Legion warriors they wound.

PRETORIAN BEHEMOTH
Dark Legion Warrior
13/7/9/10
FOLLOWER OF ALGEROTH. Considered a PRETORIAN STALKER. Immune to the Art. May not use Dark Symmetry. The Behemoth gains +2 to F if another PRETORIAN STALKER is in the same Kohort.

SALADIN
Dark Legion Warrior
12/8/10/11
FOLLOWER AND NEPHARITE OF ALGEROTH. PERSONALITY. Immune to the Art. Saladin may not be in the same Kohort as ALAKHAI THE CUNNING and may only attack ALAKHAI if he is in play.

SERGEANT CARTER
Capitol Warrior
2/6/8/7
PERSONALITY. CONSIDERED INFANTRY. COMMANDER (SERGEANT). While in play all your non-Personality INFANTRY gain +4 to F, S and A. Other SERGEANTS have no effect on these cards.

SHINOBI
Mishima Warrior
5/9/8/8
PERSONALITY. CONSIDERED A HATAMOTO. COMMANDER (CAPTAIN). While in play all your non-Personality HATAMOTO gain +5 to F, S and A.

TOSHIRO
Mishima Warrior
10/2/7/7
PERSONALITY. CONSIDERED A SHADOW WALKER. May never be in cover. Toshiro always strikes first in combat. While in play, all your SHADOW WALKERS automatically kill any warrior they wound.

YUICHIRO
Mishima Warrior
7/7/9/9
PERSONALITY. CONSIDERED A SAMURAI. Immune to all Dark Symmetry effects. While in play, your SAMURAI gain double the effects provided by their FIGHT WEAPONS.

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