1/DC
Realm
Forgotten Realms
Common
Any nondragon champions attacking this realm are at half their
base level
(rounded down). Undead defending this dragon's lair are immune to
harmful events.
Only undead defenders are immune to the events, not the realm itself. For example, Rauglothgor's Lair is affected by Cataclysm!.
Card Combo (from Tony Novello): Put Rauglothgor's Lair in the front rank of your formation and play the rule card Negative Planar Energy. Now not only are nondragons at half base level, your undead defenders can first subtract their base level from the attacker's base level. If reduced to 0 or less, they are discarded, and the spoils is yours. You can make this even more deadly by having Powers of the Land (12/DR) attached to a Ravenloft realm in your formation. Now all of your defending undead double their base levels.
2/DC
Realm
AD&D
Common
Can only be attacked by flyers or earthwalkers. Infyrana the
Dragon's base
level is doubled when defending this realm.
The major advantage of this realm is that it is difficult to attack, since only flyers or earthwalkers and reach the realm. The realm's power to double Infyrana the Dragon's base level is of limited usefulness, since it is so specific.
3/DC
Realm
AD&D
Rare
If Menzoberranzan is in play when this realm is played, Menzo
is discarded.
While this realm is in play, the Underdark allies gained by the
Triumvirate
realms are negated.
This realm has to powers that make it a good addition to any deck. Since Menzoberranzan appears in virtually every deck, the Lair's power to discard Menzo is very useful.
While Triumvirate realms are not seen nearly as much as Menzo, negating Triumvirate allies is a nice additional benefit to this realm. But this power is a double-edged sword, since it also negates a player's own Triumvirate allies.
4/DC
Realm
6
Forgotten Realms
Rare
Dragons defending this realm are immune to offensive spells,
psionics, and
blood abilities. This realm can defend itself as a level 6 dragon
champion.
Dragonspine Mountain's realm champion is considered a dragon, and therefore has the immunities conveyed by the realm on any dragon defender. However, the realm itself does not have these immunities, only champions defending the realm. This means Dragonspine Mountains is affected by spells such as Disintegrate, Raze, and Creeping Doom.
5/DC
Realm
Greyhawk Common
Defending dragons and giants are doubled in base level and are
immune to
offesive magical items. Attacking champions and allies that are not
flyers
lose their special powers.
6/DC
Realm
Greyhawk
Common
Swimmers cannot attack this realm. For each magical item and
artifact
attached to an attacking champion's level cannot drop below 1.
7/DC
Realm
Dragonlance
Uncommon
Champions cannot use other cards (even events) or special
powers when
attacking or defending this realm. Instead, each champion draws one
card
and adds the last digit to the champion's level. The champion with
the hight
total wins the battle.
8/DC
Realm
Dragonlance
Common
Dragons and wizards cannot attack this realm. Defending dragons
and
wizards are immune to offensive spells and harmful events.
9/DC
Realm
Birthright
Rare
This player's champions are immune to offensive blood
abilities. Any
champion defending this realm can use wizard spells and blood
abilities.
10/DC
Holding
AD&D
Rare
Dragons attacking this player's formation can attack only the
attached realm;
else they cannot attack.
11/DC
Holding
Uncommon
A realm with this holding is immune to the special powers of
Underdark
realms.
12/DC
Holding
Ravenloft
Common
The base level of undead champions defending any realm of the
player is
doubled. Undead champions defeated while defending the attached
realm
return to their pool instead of being discarded.
13/DC
Holding
Greyhawk
Common
Flyers cannot attack the attached realm, and defending swimmers
return to
their pool if defeated. This holding can defend the attached realm as
a level 5
monster.
14/DC
Holding
Forgotten Realms
Common
The attached realm cannot be attacked by flyers or swimmers.
Giant defending
this realm are immune to offensive magical items.
15/DC
Holding
Dark Sun
Common
If attached to the Dragon's Crown Mountains, this player's
champions all
become dragons. If attached to other realms, the defending champion
is
immune to offensive spells.
If attached to Dragon's Crown Mountains, only champions in play become dragons. Champions in the discard pile, Abyss, or Limbo are not affected.
16/DC
Event
Common
Dragons meet to discuss war and peace! Players may draw a card for each dragon in their pool; these champions may not attack or defend until the beginning of the event player's next turn.
17/DC
Event
Rare
Until the end of this player's next turn, only dragons can cast spells.
18/DC
Event
Uncommon
Return one dragon champion and one dragon ally from the discard
pile to
your hand.
19/DC
Event
Dragonlance
Common
Until this player's next turn, cards cannot be drawn by another
player from
your draw deck, discard pile, or hand, and opposing players cannot
force you
to draw or discard cards.
20/DC
Event
Dragonlance
Rare
Until the end of this player's next turn, all dragons can
attack as many times
as they wish (if successful until a realm is razed.
21/DC
Event
Uncommon
All champions of base level 5 or less suffer from dragon fear
and cannot act
(attack or defend, cast spell, use psionics, etc.) unti the end of
this player's next
turn.
22/DC
Event
Common
Play on an opposing player's champion, who can do nothing until
this event
is negated. A trapped champion remains in his pool while
imprisoned.
(Harmful)
Trapped! cannot be played on a realm champion.
Cards can be attached to a trapped champion while in the pool. For example, the magical item Runes of the Future can be attached, allowing the trapped champion to be discarded so that a selected card can be placed on top of the draw pile.
23/DC
Event
Common
An opposing player must either discard all allies in his hand or may discard one champion from his pool. If he has no allies, he must discard a champion from his pool. (Harmful)
The Forces Revolt event is played on a player, not a champion or pool. However, if the target player has no allies, and all champions in his pool are immune to events, nothing is discarded.
24/DC
Event
Dragonlance Rare
Must be played immediately upon being drawn. Each player draws
one card
for each flyer in his pool. (Helpful)
25/DC
Event
Common
Until the end of this player's next turn, cards specifically
designed to harm
dragons or monsters do not function agtainst this player's
champions.
(Helphful)
26/DC
Monster
8
AD&D
Uncommon
Flyer. Infyrana can cast wizard spells and is immune to the special powers of heroes and allies. If discarded as a result of combat, she can destroy one magical item or artifact in play.
If Infyrana is in your deck, you may want to add Dragon Mountain. When Infyrana defends Dragon Mountain, its base level is doubled to 16.
27/DC
Monster
9
AD&D
Common
Dragon; flyer. Fleam must be defeated twice while defending before being discarded. Allies of +3 or less cannot be played against him.
28/DC
Wizard
7
Forgotten Realms
Common
Flyer; swimmer. Swimming champions an allies cannot face this dragon in combat. At the end of this player's turn, Pelath can retrieve one magical item from the discard pile, which is then attached to him.
When Pelath attacks, swimmers may not be selected to defend. If a swimmer attacks and Pelath is chosen to defend, the attacking champion returns to his pool, the battle is over, and there is no Spoils of Victory.
29/DC
Wizard
9
AD&D
Uncommon
Dragon; flyer. Maldraedior can cast any spell. Phase 4 spells cast by him during combat are shuffled back into the draw pile instead of discarded.
30/DC
Cleric
8
Forgotten Realms
Common
Dragon; flyer. While Tamarand is in play all flying monsters must ask his permission to fly. Allies of +3 or less cannot be played against him.
Flyers only need Tamarand's permission to fly, not to attack. If flying ability is not necessary to reach the target realm, no permission is necessary. For example, Mykell, who is both a flyer and swimmer, does not need Tamarand's permission to attack Kozakura, which can only be attacked by flyers or swimmers.
31/DC
Wizard
10
Forgotten Realms
Rare
Dragon; flyer. All dragons must ask Lareth's permission to cast wizard spells. Lareth never needs permission to cast spells. He is immune to cards designated as offensive.
Lareth's immunity to offensive cards (spells, psionic powers, unarmed combat cards, blood abilities, thief skills) includes cards designated as offensive through blueline rules. Champions and allies are never designated as offensive or defensive (although some champion and ally powers are offensive), therefore Lareth has no immunities to champions or allies.
32/DC
Hero
9
AD&D
Common
Dragon; flyer. Flashburn has access to a nonflying +9 orc ally that cannot be forced to switch sides during battle.
Flashburn's ally cannot be brought into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
33/DC
Wizard
7
Forgotten Realms
Common
Flyer
Dragon. Fi Lendicol can teleport with his allies to attack any realm. He can use any unarmed combat card and is immune to offensive cleric spells and offensive psionics.
34/DC
Monster 7
Forgotten Realms
Common
Dragon; undead. Rauglothgor can cast wizard spells and is immune to offensive spells. His total level is doubled if defending Rauglothgor's Lair.
35/DC
Psionicist
6
AD&D
Uncommon
If an opponent wishes to play an ally in battle against Sparkle, she psionically inspects the player's hand and chooses which ally to play; no more allies can be played by that player. (Off)
Sparkle's power works only against the player she is opposing in combat. If the optional rule, Aiding the Attacker or Defender is being used, other players can play allies normally. In addition, the player opposing Sparkle can play the event Forced Conscription, and other players must contribute allies.
36/DC
Monster
7
AD&D
Rare
This dragon and his allies can attack any realm in a formation. Opposing champions are at half their base level (rounded down) with lost levels being added to the Shadow Dragon's total. He is immune to the special powers of Underdark champions.
37/DC
Wizard
6
Greyhawk
Uncommon
Flyer. This dragon brethes a toxic gas at the beginning of the battle, preventing an opposing champion from using spells, unarmed conbat cards, and blood abilities.
38/DC
Monster
7
Dragonlance
Common
Dragon; flyer. One Dragonlance championin play can be used as an ally (base level only). Win or lose, the borrowed champion returns to his pool.
39/DC
Monster
6
Dragonlance
Common
Dragon; flyer. Sleet's numbing cold prevents nonflying allies from being played against him. If instantly defeated by a card's special powers, he returns to his pool instead of being discarded.
Sleet's power is only used in battle. Sleet's power saves him from instant defeat by the Heartwood Spear.
40/DC
Monster 7
Dragonlance
Uncommon
Dragon; flyer. If Khisanth razes an opponent's realm in combat, one other unrazed realm anywhere in play is sent to Limbo until the end of the defender's next turn. Realms return from Limbo to any place in that player's formation.
When the realm returns from Limbo, the owner of the realm can place it anywhere in the formation, even a position that would not normally be allowed. For example, if the only realm in the formation is in postion A, the player could place the realm in the third row.
41/DC
Monster
7
Dragonlance
Uncommon
Dragon; flyer. Cyan can use wizard spells. Magical items attached to him cannot be removed by any means. Draognlance allies attached to this champion are doubled in level and cannot be removed or forced to switch sides.
Dragonlance allies are those from the Dragonlance booster set, with the small Dragonlance logo at the bottom of the card.
42/DC
Cleric
7
Dragonlance
Rare
Once per battle Verminaard can use any dragon champion in play as an ally (level only). The borrowed champion returns to its pool. He gains 4 levels if Tiamat or Takhisis is in play.
If both Tiamat and Takhisis are in play, Verminaard still only gains 4 levels in total.
When Verminaard uses a dragon champion as an ally, he only gains the level bonus of the champion/ally, including any attached cards. Verminaard does not benefit from any special powers of the champion/ally or any attached cards. The champion/ally does retain any immunities it may have, but these immunities are not transfered to Verminaard.
The borrowed champion only returns to its pool if it is still in play at the end of battle. Cards that destroy allies during battle, such as Airship or Brine Dragon, would cause the borrowed champion to be discarded immediately and not return to the owning player's pool.
Verminaard cannot bring an ally into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
43/DC
Cleric/Avatar
23
AD&D
Rare
Avatar; dragon. Discard 15+ levels of dragons to bring the Emperor into play. Immune to offensive spells and the special powers of champion and allies. When this player's dragons attack, the Emperor chooses which of the opponent's champions will defend. Limit one avatar per pool.
The attacking player with the Celestial Emperor gets to choose which of the champions in the defending player's pool will defend (when a dragon is attacking). The player being attacked can still choose not to defend, in which case the realm is razed. If the player being attacked has no champions in his pool, he may play a champion of his choice from his hand.
If the realm being attacked has a realm champion, the Celestial Emperor still gets to choose among champions in the pool. The Emperor cannot select the realm champion to defend.
Celestial Emperor's immunity to champion powers allows it to play first edition cards into battle or cast spells while the Poor Oriental Lord is in play. However, Celestial Emperor may not be brought into play while the POL is in play.
44/DC
Wizard/Avatar
20
AD&D
Uncommon
Avatar; flyer. Discard two spellcasting dragons to bring Tiamat into play. She is immune to offensive psionics, unarmed combat cards, and blood abilities. If this player's dragons lose in battle, they return to their pool instead. Limit one avatar per pool.
45/DC
Hero/Avatar
21
AD&D Uncommon
Avatar; flyer. Discard two spellcasting dragons to bring Bahamut into play. He is immune to the special powers of champions and allies. Champions in Bahamut's pool are doubled in base level when defending, as are all dragon allies. Limit one avatar per pool.
46/DC
Wizard Spell
Rare
Cast at any time to create an astral duplicate of the caster (level and special powers) to defend this player's realms once an attacker comes forward. Cards can be attached as normal but are discarded with the duplicate at the end of that round of battle. (Def)
47/DC
Wizard Spell
Uncommon
Castable only by dragon champions. Can be cast at tnay time to cancel the effects of a harmful event. (Def)
Dragon's Calm works just like the Calm event, canceling the harmful effect of an event for the player.
48/DC
Wizard Spell
Common
Castable only by dragon or monster champions. Cast this spell on a hero not involved in combat to bring him in as an ally. The caster gains the hero's special power and level, and the hero is discarded after the battle. (Off/4)
Because this is an offensive spell, cannot be cast on a player's own champions. Humanoid Familiar cannot be used if the opposing champion is immune to spells, and it cannot target a hero that is immune to spells.
49/DC
Wizard Spell
Common
Castable only by dragons, this spell slays one champion of base level 5 or less, or slays one opposing ally. (Off/3/4)
50/DC
Wizard Spell
Common
Castable only by dragons, this spell destroys any one holding in play. (Off/3)
51/DC
Wizard Spell
Common
Castable only by dragons. Cast at any time to save a dragon champion from going to the discard pile for any reason, or to send it to the discard pile instead of the Abyss. (Def)
This spell may be cast by a dragon that is losing in combat. If the spell is used to prevent a defeated attacking dragon from being discarded, the defender does not receive spoils of victory.
This spell prevents a dragon champion in play from being discarded. It does not prevent a dragon champion from being discarded from the hand (such as through the use of Hettman Tsurin).
52/DC
Wizard Spell
Common
Castable only by dragons. This spell creates a wall of dragon ice that instantly ends combat. Champions return to their pools and phase 4 of the attacker's turn is over with no spoils of victory. (Def/4)
53/DC
Wizard Spell
Common
May also be cast by any dragon. This spell summons a dragon champion from any pool to act as an ally (level only). Win or lose, the summoned champion returns to his pool. (Def/4)
The dragon summoned as an ally remains a dragon. The Summon Dragon spell overcomes all movement restrictions in bringing the summoned ally to the battle.
54/DC
Wizard Spell
Uncommon
Castable only by dragon champions. Cast on an opposing champion to prevent him from defending against dragon champions attacking this turn. (Off/3)
55/DC
Wizard Spell
9
Uncommon
This spell destroys one magical item or artifact of an opposing champion as well as any opposing allies of +3 or less in combat. (Off/4)
The player of the spell chooses which magical item or artifact is destroyed (discarded).
56/DC
Cleric Spell
Rare
Cast to make a champion and its allies flyers or to make a flyer immune to any card's special powers that directly affect flyers. (Def/3/4)
57/DC
Cleric Spell
Common
May also be cast by any dragon. Cast on a dragon champion to ignore the levels or special powers of any opposing allies until the end of this player's next turn. (Def/3/4)
58/DC
Cleric Spell
Common
May also be cast by any dragon. Cast on a dragon champion to ignore the levels or special powers of any opposing champions until the end of this player's next turn. (Def/3/4)
The Blessing of Bahamut allows a dragon champion to ignore the powers of a champion it is opposing in battle.
59/DC
Cleric Spell
Common
This spell inflicts terrible pain on a champion, preventing casting spells or using psionic power cards. Lasts until dispelled.
60/DC
Cleric Spell
Common
Cast during battle to force two opposing allies (caster's choice) to switch sides. Allies must be present when the spell is cast. (Off/4)
61/DC
Cleric Spell
Rare
This spell destroys up to 10 levels of opposing allies or prevents an opponent from playing magical items in this round of battle. Any already attached are unaffected. (Off/4)
Allies destroyed are chosen by the caster of the spell. The total of allies chosen may be less but may not be more than 10 levels.
62/DC
Cleric Spell
Common
Cast on an attacking champion who must choose another player's realm to attack. If he cannot attack another realm, or it's a two-player game, the champion returns to his pool defeated. (Off/4)
63/DC
Cleric Spell
Common
This player's champions and allies can attack any opposing realm, regardless of position or restrictions, until the end of this turn. (Def/3)
64/DC
Cleric Spell
Common
This spell can be cast at any time to inspect an opponent's hand or the next three cards of one draw pile. (Off)
65/DC
Cleric Spell
Rare
When this spell is cast on an opposing champion, that pleyer must draw and discard a card, noting the last digit. If the number is higher than the champion's base level, he is discarded. (Off/4)
66/DC
Psionic Power
Common
Until the beginning of this player's next turn, champions of base level 6 or less cannot attack this player's realms. (Def/5)
67/DC
Psionic Power
Uncommon
Until the end of this turn, the champion using this power can attack an opposing realm multiple times until he is either defeated or the realm is razed. (Def/3)
68/DC
Psionic Power
Common
Before attacking, a champion can use this power to ignore any realms special power. (Def/3)
69/DC
Psionic Power
3
Common
Usable only during combat, the opposing champion can no longer use spells, psionic power cards, blood abilities, or unarmed combat cards. (Off/4)
70/DC Psionic Power
9
Rare
When this card is used, the opponent must draw and discard a card, noting the last digit. If the number is 2 or less, the opposing champion is discarded. (Off/4)
71/DC
Psionic Power
Common
Use this power at any time to cancel an offensive psionic power card when it is first played. (Off)
72/DC
Psionic Power
Rare
A champion using this power cannot act agian until the end of his player's next turn. At the beginning of this player's next turn, he may draw five cards instead of three if the daydreaming champion is still in play.
73/DC
Psionic Power
7
Common
Until the end of this player's turn, all magical items used by this player's champions are doubled in level. (Def/3)
74/DC
Magical Item
4
Common
The attached champion can use any type of unarmed combat card. (Def)
The champion with the Gauntlets can use any unarmed combat cards, including those usable only by dragons.
75/DC
Magical Item
3
Rare
A champion wearing the talisman can fly and is considered a dragon. (Def)
A champion with the Talisman is considered a dragon in all respects, including use of unarmed combat cards usable only by dragons.
76/DC
Magical Item
Common
Use this wand in phase 3 of your turn to force all opponents to show you all magical items and artifacts in their hand and face down in pools. (Off)
77/DC
Magical Item
Uncommon
Discard this card from the attached champion during a round of combat to send two cards attached to the opposing champion to the Abyss. (Off)
78/DC
Magical Item
Rare
During combat only, this wand negates all the immunities of an opposing champion (including immunity to offensive magical items). (Off)
The Wand of Negation functions against chmapions with immunity to magical items, and against champions with the Orb of Power.
79/DC
Magical Item
9
Uncommon
Usable only by giants. The attached champion ignores the special powers of opposing realms, holdings, and allies. (Def)
80/DC
Ally
2
Rare
Playable only with a dragon champion. This ally doubles the base level of the attached dragon. It is discarded if forcedf to switch sides.
81/DC
Ally
5
Uncommon
Dragon; undead; flyer. All opposing allies that are not undead or flyers are level 0 and have no special powers.
82/DC
Ally
5
Common
Dragon; flyer. This ally can use unarmed combat cards usable only by dragons. Playing this ally discards an opposing ally of +2 or less already in play.
83/DC
Ally
3
Common
Flyer. This ally can cast wizard spells. The faerie dragon cannot be forced to switch sides or be discarded in combat for any reason.
84/DC
Ally
6
Common
Dragon; flyer. The base level of an opposing nondragon champion is reduced to 2 for this round of battle.
85/DC
Ally
5
Common
Dragon; flyer. This ally can be discarded from a player's hand to prevent a dragon champion from going to the discard pile for any reason.
Even if defeated in combat, a champion retains his attached items if rescued by the Drake. If the Drake is used to prevent a defeated attacking dragon from being discarded, the defender does not receive Spoils of Victory.
The Drake does not prevent a dragon champion from being discarded from the hand (such as through the use of Hettman Tsurin). It also does not prevent a dragon champion from being sent to the Abyss.
86/DC
Artifact
4
Uncommon
This artifact can only be attached to a dragon champion of any world. The champion can cast any spell and is immune to offensive unarmed combat cards.
87/DC
Artifact
4
Uncommon
This artifact can only be attached to a dragon champion of any world. The champion can use any psionic power card or blood ability.
88/DC
Artifact
Rare
This artifact can only be attached to dragon champions of any world. The level bonus of all cards attached to this dragon are doubled. Opposing dragons cannot enter battle against this champion.
89/DC
Artifact
8
Uncommon
A champion with this artifact is immune to the special powers of champions and allies of level 5 or less.
90/DC
Un Combat
Rare
Usable only by dragons. This maneuver doubles the base level of an attacking dragon if the opposing champion cannot fly. (Def/4)
91/DC
Un Combat
4
Common
Usable only be dragon champions. Victims of this maneuver can play no further allies or magical items in this battle. (Off/4)
92/DC
Un Combat
5
Common
Usable only by dragon champions. victoms of this maneuver can play no further spells, psionic power cards, or blood abilities in this battle. (Off/4)
93/DC
Un Combat
6
Rare
Usable only by dragons. Victims of this maneuver must discard an attached magical item or discard the first one they play if they have none attached. (Off/4)
94/DC
Un Combat
4
Common
Usable only by dragon champions. Instantly destroys all allies of +3 or less. (Off/4)
95/DC
Un Combat
6
Uncommon
Usable only by dragon champions. Discards an opposing champion or ally of base level 4 or less. (Off/4)
96/DC
Un Combat
8
Rare
Usable only by dragon champions. Discards an opposing champion of base level 5 or less or any two opposing allies. (Off/4)
97/DC
Un Combat
Uncommon
Usable only by dragon champions. Play once a dragon's total level exceeds 24 to swallow (discard) the opposing champion and automatically win the round of battle. (Off/4)
98/DC
Un Combat
Common
Usable by any champion. Play at any time to cancel the effects of an unarmed combat card. (Def)
99/DC
Rule
AD&D
Rare
All dragon champions and dragon allies in play are immune to offensive spells, magical items, and psionic power cards.
100/DC
Rule
AD&D
Uncommon
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until the end of the game. It is immune to spells and events.
A player must have six unrazed realms at the start of his turn in order to win. Further, any player who runs out of cards must shuffle his discard pile and use that as his new draw pile.
Note the different wording in the first paragraph of this rule card. Even if this rule card is removed from play, if a new rule card is played or with Wish , Ellorelloran, or Gib Kcir, the revised victory conditions remain in effect.
When this rule card is in play in a 110-card game in which ten realms are required to win, the ten-realm victory condition remains, but a player must have ten unrazed realms at the start of his turn to win.
The victory conditions can be met at the beginning of any turn, including turns gained through Caravan or Ancient Kalidnay.
1/DC Chase
Monster
AD&D
Flyer. T'chaar thrives on destruction and may use any offensive card (spells, psionic powers, unarmed combat, blood abilities, etc.). Defensive cards played against T'chaar are doubled in icon level.
T'chaar's power allows him, generally, to use offensive cards. However, specific requirements of the card must still be met. For example, the magical item Sword of the High King cannot be used by monsters, so T'chaar cannot use this card.
2/DC Chase
Event
Until the end of this player's next turn, all dragons are halved in level when in combat with nondragon champions. While this event is in play, all dragons lose their special powers. (Harmful)
3/DC Chase
Monster
AD&D
Dragon; flyer. Boreas can cast wizard spells. He can charm
opposing
champions, forcing them to give him an attached item (this player's
choice).
At the end of the battle, the attachement is shuffled into the
owniing player's
draw pile.
4/DC Chase
Hero
Forgotten Realms
Flyer. Dragons cannot opose Morcanth in battle. In combat, she can force any dragon champion to act as her ally, adding its level and special power to her own. If she is defeated, the dragon champion allied with her is also discarded.
If a dragon attacks and Morcanth defends, the attacking dragon returns to its pool and the battle is over. since the attacker was not discarded, no Spoils of Victory is drawn.
5/DC Chase
Monster
Greyhawk
Dragon; flyer; swimmer. During combat, Cron's powerful acid breath can destroy any single attachment of an opposing champion.
6/DC Chase
Event
Until the end of this player's turn, his champions may attack any realm, regardless of restrictions. These champions attack with surprise, preventing the opposing player from playing cards other than allies in the battle. (Harmful)
7/DC Chase
Monster
AD&D
The Lernaean Hydra has a base level equal to the adjusted level of the champion opposing it when combat is first entered. When in the player's pool, it is immune to offensive spells, psionic power cards and harmful events.
If the Hydra enters a battle, has its base level determined, and for some reason (such as Time of Troubles being in play) cannot be in battle due to its level, the Hydra returns to its pool. Another champion may be selected for the battle.
8/DC Chase
Monster
AD&D
Dragon champions will not fight against the Dragon Hatchling. If defeated in battle, the discard piles of all players are shuffled back into their draw piles.
When defeated, the Dragon Hatchling is also reshuffled into the draw pile.
9/DC Chase
Cleric
Forgotten Realms
Dragon
The Dragon Cultist can raise dragons from the dead. Every turn that this champion doesn't attack, his player may return one dragon champion from his discard pile to his hand.
The Dragon Cultist's power is used in phase 5.
The Dragon Cultist can retrieve both dragon champions and dragon allies, which makes this card a cornerstone of most dragon decks. Orb of Green Dragonkind (424/4th) is a good card to add to a dragon deck using the Cultist, thus doubling your recycling power.
Per Jim Butler, the Spellfire Oracle, the Dragon Cultist is considered a dragon, because it has "dragon" in the name.
10/DC Chase
Rule
During phase 2, a player can opt to raze one of his own realms, in addition to playing a realm or holding. While this rule is in effect, the first player to have six razed realms in his formation for one full turn wins, instead of the normal winning conditions.
Players may attack razed realms in another player's formation to discard them, if successful.
A player must have six razed realms in his formation for a full turn (phase 2 to phase 2) in order to meet the victory conditions of Playing to Lose.
11/DC Chase
Monster
AD&D
The Wyvern's poisonous sting is extremely deadly. Each ally
played with it
reduces the opposing champion by half that many levels. (rounded
down)
12/DC Chase
Monster
AD&D
Flyer. Charm can cast wizard spells and use psionic power cards. If opposed when she attacks, her dazzling breath weapon destroys all holdings in that player's formation.
13/DC Chase
Ally
Flyer. When played in combat, the Chimera uses its fiery breath to blast away one card in the opposing champion's force (excluding the champion).
The Chimera's power need not be used immediately upon being played.
14/DC Chase
Magical Item
This magical item can be attached to a champion to add 5 levels
or may be
played as a level 5 monster (dragon) champion. (Def)
15/DC Chase
Psionicist
AD&D
Flyer. Sapphire can use wizard spells. At the start of battle, he may breath lightning on the opposing champion, who must discard all attached items or a realm from his player's hand.
16/DC Chase
Hero
AD&D
17/DC Chase
Event
18/DC Chase
Magical Item
The attached champion can discard this item at any time to end a battle involving a dragon champion. The combat ends without a victor. (Off)
19/DC Chase
Event
A power struggle among dragonkind leads to a brutal war. In one
pool chosen
by this player, all dragon champions - except for the one with the
highest
level - are discarded. (Harmful)
20/DC Chase
Magical Item
21/DC Chase
Event
Until the end of this player's next turn, no dragon champions
or allies may be
involved in combat. (Harmful)
22/DC Chase
Rule
Only dragon champions may attack.
23/DC Chase
Rule
24/DC Chase
Realm
AD&D
Cannot be attacked by flyers or swimmers. Defending dragons can
take any
one card from their discard pile and play it immediately.
Only cards playable in combat by the defending dragon can be taken from the discard pile and played.
25/DC Chase
Magical Item
The attached champion is immune to both offensive wizard spells and offensive unarmed combat cards &emdash; though only if played by dragon champions. (Def)