1/DU
Dungeon
AD&D
Common
This player's champions can never enter the Abyss. If sent there by an opposing player's actions, the champion instead goes to the discard pile. If sent there by this player's action, it is removed permanently from the game.
The Mausoleum causes any champion sent to the Abyss by another player to be sent to the discard pile instead. If the player's own action causes one of his champions to go to the Abyss (such as Karlott the Shaman or the Gatekeeper), the card instead goes to the Void.
2/DU
Dungeon
Common
This player's champions do not need to ask permission to use spells, psionic powers, unarmed combat cards, blood abilities, or thief skills.
3/DU
Dungeon
Dark Sun
Uncommon
This player may discard a Dark Sun champion from his pool or hand to psionically turn a just-cast spell back at its original caster.
This dungeon's power is considered a psionic power, and can be negated with Brain Drain, Dispel Psionics, and Psionic Reflection. Similarly, the dungeon's power does not function if Psychic Storm is in play.
4/DU
Dungeon
Dragonlance
Common
This player's monster (dragon) champions are immune to all events, spells, artifacts, and magical items that instantly discard or defeat them.
Only champions that are both monsters and dragons benefit from this rule card.
5/DU
Dungeon
Forgotten Realms
Common
Each time this player is entitled to draw spoils of victory, he may also take the bottom three cards of his draw pile. Any monster champions there may be placed into his pool. Any other cards are placed on the top of his draw pile.
6/DU
Dungeon
Greyhawk
Rare
This player's Greyhawk realms may only be razed or discarded through combat.
Cataclysm can be used in combat to discard the realm being attacked. Similarly, Terrasque and Raze can be played during combat on the realm being attacked.
Although the power of Iuz the Evil takes effect after combat has ended, because Iuz's power is combat-related, Iuz can raze the realm being attacked, even if protected by the Labyrinth of Castle Greyhawk.
The player with the Labyrinth may voluntarily choose to raze a Greyhawk realm, such as in using the power of Scarlett Brotherhood.
If a Greyhawk realm of a player with the Labyrinth is being attacked, another player, even a player not involved in the battle, can play Cataclysm on that realm. Likewise, during combat, the realm being attacked can be affected by Tarrasque.
Because razed realms have no powers &endash; and do not retain a "Grehyhawk" nature &endash; they are not protected by the Labyrinth.
7/DU
Dungeon
Ravenloft
Common
This player's Ravenloft champions all become undead, and Young Strahd's special power has no effect on this player's champions.
8/DU
Dungeon
AD&D
Common
This player's clerics need never ask permission to cast spells. Avatars may not attack this player's realms, nor may they defend against this player's cleric champions.
9/DU
Dungeon
AD&D
Rare
This player's heroes do no discard unarmed combat cards at the end of combat. Instead they are retained for future combat, adding the cards' bonuses but ignoring their special powers.
10/DU
Dungeon
AD&D
Common
This player's monsters are immune to hero unarmed combat cards. They may also use any unarmed combat card themselves (hero, dragon, undead, etc.), regardless of restrictions.
A player with the Belly of the Beast is immune to any unarmed combat cards that do not specifically indicate they are usable by certain types of champions other than heroes (e.g. "usable only by dragons").
11/DU
Dungeon
AD&D
Common
This player's realms and his psionicist champions are immune to all spells cast in phase 3.
12/DU
Dungeon
Birthright
Common
This player may reshuffle his discard pile into his draw pile any time there are three or more blood abilities in his discard pile. No champions have immunity to this player's blood abilities while this dungeon card is in play.
13/DU
Dungeon
AD&D
Common
This player's thief champions can use stealth to attack any realm, regardless of powers or restrictions. Allies must still follow movement restrictions.
A player with the Maze can attack the realms of a player using the dungeon card Song of the Dragonlance.
14/DU
Dungeon
AD&D
Rare
This player can keep a spellbook. Each time this player is entitled to draw spoils of victory, he may instead search through his draw pile and retrieve any spell; the spell cannot be played immediately.
15/DU
Dungeon
Dragonlance
Common
This player's champions and allies become elves, elves (drow), dwarves, or halflings as the player chooses. Selection must be made in phase 3 and lasts until the player's next phase 3.
Different choices may be made for different champions and allies.
16/DU
Dungeon
AD&D
Uncommon
This player's helpful events cannot be negated or cancelled by any card.
Unusually Good Fortune can still be used normally against a player using Purveyor of Events, since Unusually Good Fortune does not negate or cancel the Good Fortune on which it is played.
17/DU
Dungeon
AD&D
Common
Any wizard spells with a stated duration that are cast by this player's AD&D champions are doubled in duration.
18/DU
Dungeon
Forgotten Realms
Common
Any cleric spells with a stated duration that are cast by this player's Forgotten Realms champions are doubled in duration.
19/DU
Dungeon
Greyhawk
Rare
Any defensive spells cast by this player's undead Greyhawk champions cannot be dispelled or turned.
20/DU
Dungeon
Dark Sun
Common
Psionic power cards used by this player's Dark Sun champions are doubled in bonus level.
21/DU
Dungeon
Birthright
Common
This player's champions are all considered regents and can use blood abilities.
22/DU
Dungeon
Dragonlance
Rare
This player's realms can only be attacked by flyers, swimmers, or earthwalkers. His champions and allies all have the aiblity to swim as needed.
23/DU
Dungeon
Ravenloft
Rare
No offensive magical items can be used by opponents when attacking this player's realms. The items remain behind in the attacker's pool. If the champion returns, they are reattached; if not, the items are discarded.
Champions with special powers that do not allow magical items to be removed, such as Mordenkainen and Falx the Silver Dragon, must still leave their magical items behind if they choose to attack an opponent with Bats in the Belfry.
24/DU
Dungeon
AD&D
Rare
This player's helpful events cannot be negated, and his harmful events cannot be copied. Events that are discarded without being used are placed in the discard pile intead of the Abyss.
25/DU
Dungeon
AD&D
Uncommon
This player's holdings cannot be discarded except by razing the attached realm. This player can ignore the Rule of the Cosmos when playing holdings.
26/DU
Dungeon
AD&D
Common
This player's dwarf champions are immune to all events (helpful and harmful). This player's dwarves add 3 to their adjusted levels.
27/DU
Dungeon
AD&D
Common
Each time this player's champions are in combat, their player may take the top card from any other player's draw pile. If it can be legally played, do so. Otherwise it goes to its owner's hand. Cards used are returned to the bottom of the owner's draw pile after combat is resolved.
28/DU
Realm
AD&D
Uncommon
If an opposing player's dragon champion is defeated in combat, this player may attach the dragon to this realm and use it as an ally (level only) the next time the realm is attacked.
The power of the Dragon's Refuge takes effect after any opposing player's dragon champion is defeated, even if the combat does not involve an attack on the Dragon's Refuge.
29/DU
Realm
Birthright
Common
This player's champions may all use blood abilities.
30/DU
Realm
5
Greyhawk
Uncommon
This realm can defend itself as a level 5 hero. If it is in the same formation as the Border Garrison, its level adds to that realm.
31/DU
Realm
10
Greyhawk
Rare
This realm can defend itself as a level 10 wizard. Regardless of where it is in the formation, it must be attacked first.
If a player wishes to attack a formation containing the Border Garrison, he must attack the Border Garrison. Movement restrictions remain in effect, so if the Border Garrison is protected, only flyers or earthwalkers can attack.
Card Combo: To make your formation nearly impossible to attack, place Border Garrision in a protected location in the formation (at least one realm is in front of it in the formation). Then attach the Triton Throne. Any attack must first target Border Garrison. Triton's Throne allows only swimmers to attack. Border Garrison is protected and does not show coastline, so swimmers cannot attack attack. Only a champion that is both flyer and swimmer, such as Deathstream, Black Dragon and Mykell, Amethyst Great Wyrm, can attack.
32/DU
Realm
Ravenloft
Rare
These ruins are so forlorn that only undead champions and allies will attack this realm.
Due to a printing error, the Ravenloft logo is not shown on some of the cards. However, even without the logo, Iolonia is considered a Ravenloft realm.
33/DU
Realm
Dragonlance
Common
The lighthouse is a haven, letting this player increase or reduce his swimming champions' and allies' base level by 3.
34/DU
Realm
Dark Sun
Common
A powerful psionic shield emanates from this realm, protecting this player's champions from unarmed combat cards.
The power of The Forgotten ruins is considered an immunity. It is therefore affected by cards like Takhisis' Helmet of Power (which negates all immunities).
By making a player's champions immune to unarmed combat cards, this realm's power protects the player from Fighting Dirty, since champions' immunities protect the player during combat.
35/DU
Realm
8
Forgotten Realms
Common
The treant ally guarding this realm is immune to all cards played by or attached to an opposing champion except those that contain the word "fire" or "flame."
36/DU
Realm
AD&D
Common
Any realm played into the formation after the Bitter Knoll is converted into an AD&D realm. If this realm is razed or discarded all converted realms return to their original trademarks.
37/DU
Hero
7
Birthright
Uncommon
Awnshegh; can use blood abilities and all unarmed combat cards. In combat, thie player may take the top three cards from any opponent's draw pile. Any monsters join the Ogre's side as allies; all other cards are placed at the bottom of the owner's draw pile. At the end of combat, the monster-allies go to their owner's pool.
38/DU
Monster
10
Dragonlance
Rare
Flyer. This monster's searing breath weapon destroys all cards attached to a champion when it first enters combat. Other cards can be attached subsequently.
39/DU
Regent
7
Birthright
Common
Adventurer. Zaranda can store blood abilities face down beneath her in the pool, using whichever ones she wishes in combat.
40/DU
Thief
5
AD&D
Rare
Swimmer. Leader of a band of undersea pirates, Skulker can plunder any opponent's discard pile during combat, using any allies, magical items, or artifacts (if legal) found there. At the end of the round, the cards are returned to their owner's draw pile, which is reshuffled.
41/DU
Hero
4
Forgotten Realms
Uncommon
Adventurer. Cautious and war, Jasper deflects unarmed combat cards played against him to a champion in any pool.
42/DU
Thief
5
Dragonlance
Common
Adventurer. A morale booster, the halfling adds 2 levels to all fellow adventurers and halfling champions and allies played by this player.
43/DU
Hero
9
Dark Sun
Uncommon
Can use all unarmed combat cards and defensive psionic powers. An opposing champion defeated by the feral halfling is eaten (sent to the Abyss).
44/DU
Wizard
6
Forgotten Realms
Common
Adventurer. Especially distrustful of thieves, Dearlyn can choose to negate one thief skill played against her or a fellow adventurer in combat once per turn.
45/DU
Cleric
10
Greyhawk
Common
Can cast wizard spells. Tyvorg instantly sloayes the Living Wall when he is brought into play. for each giant ally played with him. Tyvorg's base level increases by 10.
Tyvorg's power takes effect when he is played, so if Tyvorg is played from the hand to defend against the Living Wall, the Living Wall is instantly destroyed. Because combat has not begun, the attacking player may put forth another champion, but Tyvorg must continue to defend.
46/DU
Ally
5
Common
Underdark. This creature's odor is such that all cards in an opposing player's force of icon level 4 or less are discarded (including the champion, if applicable).
The Troglodyte's power causes all cards in the opponent's force of icon level 4 or less to be discarded. Cards without an icon level are not affected.
The Troglodyte's power continues throughout the battle. Any new cards of icon level 4 or less that are played by the opponent are immediately discarded.
47/DU
Ally
6
Common
Underdark. Because of this creature's acute hearing, it can "hear" the next card to be played by an opposing player (the card is shown but not played) and choose to scuttle back to its pool along with the attached champion.
The Hook Horror's power applies to the first card to be played by the opposing player after the Hook Horror has been played. If the Hook Horror's power is used, the Hook Horror returns to the pool and remains attached to the champion. It can be used with the champion in its next battle.
48/DU
Ally
9
Uncommon
Underdark; earthwalker. The Lurker can be played at any time as a harmful event to burrow over to a player's pool and devour (discard) any earthwalking champion of level 6 or less or it can be played in combat to discard one opposing ally already played.
The Lurker functions as an event to discard a champion, and functions as an ally to discard an opposing ally in combat.
49/DU
Ally
3
Rare
Underdark. This ally may be played directly into a pool; this player's discarded champions are attached to the Tumor, which increase in level only and may be used in any future combat. Immune to events.
50/DU
Ally
6
Common
Giant. This ally negates a just played unarmed combat card or instantly slays an opposing hero of base level 4 or less.
51/DU
Ally
7
Rare
Underdark; flyer. The White Weird can be played at any time as a hermful event to fly over to a player's formation and poison (discard) one holding or it can be played in combat to halve (round down) an opposing champion's adjusted level.
Because the White Weird is played as an event when used to discard a holding, it can be used against a holding attached to Menzoberranzan, which is normally immune to flyers.
52/DU
Ally
+?
Common
When this dreaded ally appears in combat, all psionicists in play are reduced by 2 levels, which are added to the Psion Sucker. The level reductions last until thisp player's next turn.
53/DU
Ally
7
Uncommon
Underdark. When played, this ally can shift any two cards of one type in the opposing player's force to this side. Choice need not be immediate.
During a round of battle, the Master Illithid can shift up to two cards of the same type (e.g.ally, magical item, thief skill, wizard spell, etc.) that are attached to the opposing champion to the player's side. This can include cards not normally usable by the Master Illithid or its champion, such as artifacts from a different world.
The Master Illithid need not use its full power all at one time. For example, the Master may choose to take one ally, and then take another ally later in the round of battle. However, once the card type to be taken is chosen (e.g. when the first ally is taken), the card type cannot be changed.
If a card's power has already activated, it does not reactivate once the Master Illithid has moved it to his side. For example, if the Master Illithid is used to shift Fighting Dirty after its power has been used, it retains its level bonus but cannot be used again to discard the opponent's cards.
54/DU
Ally
+?
Uncommon
Underdark; earthwalker. This horrid creature can reach into any player's Abyss when in combat. The icon levels of all cards there are totaled to become the Horror's bonus. The cards used are removed form the game.
Only cards with icon numbers are affected by the Horror and then removed from the game.
55/DU
Artifact
4
Greyhawk
Rare
This artifact can only be attached to a Greyhawk realm. Any attacking champions are destroyed in a vat of boiling oil after the battle (win or lose) and discarded.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
56/DU
Artifact
5
Dark Sun
Uncommon
This artifact can only be attached to a Dark Sun realm. Any cards attached to attacking champions are discarded after the battle (win or lose).
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
57/DU
Artifact
3
Forgotten Realms
Rare
This artifact can only be attached to a Forgotten Realms realm. Any cards played by attacking champions during combat are sent to the Abyss after the battle is resolved.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
58/DU
Artifact
+?
Greyhawk
Uncommon
This artifact can only be attached to a Greyhawk realm. Its bonus is equal to the number of Greyhawk realms and holdings in play.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
59/DU
Artifact
5
Dragonlance
Rare
This artifact can only be attached to a Dragonlance realm. If this realm is attacked, it can target an opposing player's pool and destroy one artifact or magical item.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
60/DU
Artifact
3
Birthright
Rare
This artifact can only be attached to a Birthright realm. If this realm is attacked, it can fire into an opposing player's pool and kill one champion.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
61/DU
Artifact
7
Ravenloft
Rare
This artifact can only be attached to a Ravenloft realm. It instantly destroys all opposing allies and magical items of less than level 7.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
62/DU
Artifact
6
AD&D
Common
This artifact can only be attached to a AD&D realm. At any time during a round of combat, this player can choose to catapult the attacking champion to the Abyss. This realm is razed and the artifact discarded, but no one gains spoils.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
63/DU
Artifact
AD&D
Common
This artifact can only be attached to a Underdark realm. It protects all holdings in the player's formation, allowing a holding to be moved to another realm. If its attached realm is razed or discarded, the holding is discard if it cannot be attachedto a new realm.
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
64/DU
Magical Item
3
Common
This weapon easily pierces the strongest armor, instantly defeating champions of base level 3 or less. (Off)
Card Combo: Sword of Sharpness is very effective with Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, instantly defeating champions with a base level of 3 or less.
65/DU
Magical Item
4
Common
This magical item may only be attached to any realm. Its +4 bonus adds to any champion defending the realm and only swimmers may attack the attached realm. (Off)
The Triton Throne may be attached to a realm during phase 3 or 4. Attaching the throne to a realm makes is vulnerable to Volcanic Eruption.
Card Combo: To make your formation nearly impossible to attack, place Border Garrision in a protected location in the formation (at least one realm is in front of it in the formation). Then attach the Triton Throne. Any attack must first target Border Garrison. Triton's Throne allows only swimmers to attack. Border Garrison is protected and does not show coastline, so swimmers cannot attack attack. Only a champion that is both flyer and swimmer, such as Deathstream, Black Dragon and Mykell, Amethyst Great Wyrm, can attack.
66/DU
Magical Item
5
Common
The attached champion becomes a swimmer. If the champion with this item is defeated in combat, the flask is attached to the victor, becoming a -5 item that negates the attached champion's special powers. (Off)
67/DU
Magical Item
3
Uncommon
This figurine can be used to add a +3 in battle; or can add a +9, but is then discarded; or can add a mighty +18, but then both the magical item and the attached champion are discarded. (Def)
If the Crystal Dragon figurine is used as a +18 bonus magical item, the champion must be discarded, regardless of any special powers of the champion or any attachments. For example, if Rary the Traitor uses the Figurine at its full +18 bonus while Rary's Apprentice is in play, Rary must still be discarded, since the player must volumtarily forego the Apprentice's power in order to use the full Figurine bonus.
68/DU
Magical Item
Uncommon
This magical item can only be attachedto any realm. For each attacking champion defeated while defending the attached realm, 1 dragon champion can be returned from the discard pile to this player's pool or hand. (Def)
69/DU
Magical Item
7
Common
This powerful charm makes the attached champion immune to the special powers of an opposing dragon. (Def)
70/DU
Magical Item
5
Rare
This figurine of wondrous power causes its owner to become a flyer. The figure's flight is so dextrous that the owner is immune to all offensive spells, psionic powers, blood abilities, unarmed combat cards, an thief skills that affect a single target. (Def)
The Pearl Pegasus gives the attached champion immunity to psionicist's powers, including powers such as Davron Parscall 's death field.
71/DU
Magical Item
8
Uncommon
If the attached champion is discarded in battle, this mechanical marvel returns to the pool and is instantly attachedto another champion. If there are no champions in the pool it returns to this player's hand. (Def)
72/DU
Magical Item
3
Rare
Whenever an offensive spell is cast at the attached champion or his pool, this player cuts his draw pile and checks the last digit of the card number of the card revealed. If it is 0-7, the spell is turned back at the caster. On an 8 or 9, the spell takes effect normally. (Def)
The Amulet is effective against spells cast at the attached champion, spells cast generally against the player's pool (such as Death Fog), and spells cast at other champions and attached cards in the pool.
Because of the wording on the card "Whenever an offensive spell is cast...," the Amulet can only be used once per offensive spell. If an offensive spell is successfully spell-turned, and then the original caster plays Spell Turning, the Amulet cannot be used again, since a second offensive spell has not been cast.
73/DU
Psionic Power
Rare
Cannot be used in a deck containing Distinegrate (393/2nd). Destroys one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn. (Off/3)
Despite the specific notation on the card, Psionic Disintegration cannot be used in a deck with any edition of Disintegrate.
74/DU
Psionic Power
Common
Can be played at any time to negate all spells in play, including a just cast spell. No more spells may be cast until the end of this player's next turn. (Def)
75/DU
Psionic Power
Uncommon
Discards one champion of adjusted level 9 or less in one pool. No champions in the pool may attack until after that player's next turn. (Off/3)
76/DU
Unarmed Combat
Common
Opposing champion returns to his pool with his attachments. The battle may contiue with a new champion. (Off/4)
77/DU
Unarmed Combat
5
Uncommon
The opposing champion is sent to the Abyss if defeated, regardless of any special pwer he may have. (Off/4)
78/DU
Unarmed Combat
Common
Usable only by any undead or dragon champion. The base level of this champion is doubled until the end of this round of combat. (Off/4)
79/DU
Blood Ability
Common
Return one champion from your discard pile to your pool. The restored champion is now considered undead. (Def/3/5)
Card Combo (from Bluntaxe's Spellfire Page ): Use Armor of the High King to recover Create Minion each time it is used to retrieve a champion from the discard pile. If the Staff of Mimicry is used to duplicate the Armor, two champions can be recovered each turn. This combo is very effective to recover champions like Korgunard the Avangion that are often intentionally discarded.
80/DU
Blood Ability
6
Uncommon
Opposing champion must immediately play an ally or return to his pool defeated (discard all attachments). The battle may continue with a different champion.
If this card is played by an attacker and the defending player chooses not to bring forward another defender, the realm is razed.
Card Combo (from Tim Barth, barth@twcny.rr.com ): Play Divine Wrath so that your opponent cannot play allies. Then follow with Melt Bone, which requires the opponent to play an ally or be defeated.
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
81/DU
Blood Ability
Uncommon
One champion of base level 6 or higher is discarded. (Off/3)
Card Combo (from Bluntaxe's Spellfire Page ): Use Armor of the High King to recover Death Field each time it is used to discard a high level champion. If the Staff of Mimicry is used to duplicate the Armor, two champions can be discarded each turn.
82/DU
Thief Skill
Rare
All champions and their attachments in one opponent's pool are shuffled together. This player deals out the shuffled cards between he and their owner. This player than discards the cards dealt to him. The other player may immediately place the cards he was dealt back into his hand or into his pool. (Off/3)
The cards are dealt first to the opponent, then to the player. This means that if there is an odd number of cards in the pool, the opponent will get one more card than the number discarded.
Cards that remain with the opponent may be freely rearranged among hand and pool. For example, magical items may be attached to a different champion after the Con Game. If the opponent has a borrowed champion in the pool, such as through Curse of the Azure Bonds or Tyranthraxus, the Possessing Spirit, and the event is discarded, the champion returns to its original pool. If the champion is discarded, all cards attached to that champion are discarded, regardless of how they were dealt. Also, if the champion is discarded, the Curse or Tyrnathraxus may be returned to the hand (assuming the event was not discarded in the Con Game deal.
83/DU
Thief Skill
Common
This skill may be attached to any thief to allow all of this player's thieves to ignore the effects of any rule cards in play. Lasts until the attached thief is discarded. (Def/3)
84/DU
Thief Skill
Uncommon
This skill may be played at any time to redirect a spell or event that targets the champion using this skill. It can be redirected at any champion in any pool or in battle. (Def)
The redirected spell or event must target the champion using this skill, but it may also target other champions. For example, Slave Revolt targets a champion from each opposing pool. If a thief is targeted, he could use Tumble Out of Danger to redirect the effects of Slave Revolt to another champion.
Cards such as Death Fog, that target a pool rather than a particular champion, cannot be redirected using Tumble Out of Danger.
85/DU
Thief Skill
4
Rare
When played in combat, this skill allows the attached thief to bypass a defending wizard, cleric, or psionicist and automatically raze a realm. The defending champion returns to his pool. (Off/4)
This card cannot be played when attacking a dungeon card, only when attacking a realm.
86/DU
Thief Skill
Rare
This skill may be played any time that another player is to receive cards from his draw pile as the result of an event, realm, artifact, champion, or holding's power. You may take an equal number of cards from your draw pile, and the other player must immediately discard his draws. (Off)
If What Goes Around Comes Around is in play, Hijacking can only be used against the player that initially drew extra cards, since Hijacking does not work on extra cards drawn as a result of a rule card.
Hijacking cannot be played from the hand after Transformation! has been played, since the hand must be discarded as a result fo Transformation!
Hijacking can be played on the target of Kelaser Redbelt's power to take the five cards and leave the target player with no cards.
87/DU
Thief Skill
Common
Play this skill on a champion in any opponent's pool and call odd or even. Then cut the owner's draw pile and check the card's last digit. If you are correct, the chamnpion is snet ot Limbo until his owner discards a champion with a base level equal to or higher than the champion's. If you are wrong, your opponent gets the card that you cut to and may play it immediately (if legal). (Off/3)
88/DU
Thief Skill
Common
Look at the top 5 cards in any opponent's draw pile. If you choose, you may discard the champion using this skill to place the cards on the bottom of their draw pile. (Off/3)
89/DU
Thief Skill
Uncommon
Tell your opponent to break off the attack. If he does, the battle ends without spells and nothing is razed. If he presses the attack, you may take the top 5 cards from your draw pile. Place any realms or holdings on the bottom of your draw pile. Any other cards may be played into the battle, regardless of restrictions (i.e. multiple artifacts may be attached, spells may be used by nonspellcasters, etc.). After combat is resolved only legal cards may remain attached. (Def/4)
The cards usable in battle are played immediately. Only spells usable in phase 4 can be played.
90/DU
Thief Skill
5
Common
The attached thief can "follow" a champion that has just attacked a realm that has special movement or other restrictions. This champion may ignore those restrictions. Lasts until the attached champion is discarded. (Def/3)
91/DU
Wizard Spell
Common
Castable only by AD&D champions. Can be cast to extend the duration of any spell or event that lasts until the start or end of your next turn. Draw and discard a card, noting the card number's last digit. This is the number of additional turns added to the duration. (Def/3/4/5)
92/DU
Wizard Spell
Birthright
Uncommon
Castable only by Birthright champions. This spell prevents offensive spells from affecting any of your realms. Lasts until dispelled. (Def/3)
93/DU
Wizard Spell
Common
Castable only by Dragonlance champions. This spell creates a monstrous illusory dragon that sweeps through all opposing player's pool, sending all champions of base level 4 or less to the discard pile.
Card Combo: With the rule card Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, cast Spectral Dragon. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.
94/DU
Wizard Spell
+?
Forgotten Realms
Uncommon
Castable only by Forgotten Realms champions. This spell increases in power; a champion gets 1 lightning ball for every 2 base levels he has, to a maximum of 4. Each lightning ball can add 3 to the caster's level or can destroy one opposing ally. (Off/4)
The effect of each lightning ball (add 3 levels or destroy one ally) must be declared immediately when Ball Lightning is played.
95/DU
Wizard Spell
Greyhawk
Uncommon
Castable only by Greyhawk champions. This spell allows the caster to fly, swim, or earthwalk, as desired. This champion may also copy the special powers of any champion in his pool. Lasts until the start of this player's next turn. (Def/3/4)
If this spell is Retargeted, the original caster determines which champion in his pool is duplicated by the new target champion.
96/DU
Wizard Spell
Rare
Castable only by Ravenloft champions. This spell creates a flying monster champion whose base level is equal to twice the caster's adjusted level. This champion flies immeditaely to his pool and is in all ways treated as a normal monster. This spell may only be dispelled or negated when it is first cast. (Def/3/4)
97/DU Wizard Spell
Common
Castable only by drow or Underdark champions (UD). Cast when defending an Underdark realm, this spell allows this player's Triumvirate allies to be used in defense. They may not be discarded or forced to switch sides for any reason. (Def)
98/DU
Wizard Spell
+?
Common
Castable only by Dark Sun champions. This spell creates an ally equal in bonus to the base level of the caster. The greater fire elemental causes all magical items held by an opposing champion to be sent to the Abyss. (Off/4)
99/DU
Cleric Spell
Common
This spell negates the effects of all dungeon cards in play until dispelled. (Off/3/4)
100/DU
Rule
Common
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.
All cards that allow a single player to draw extra cards into his hand (such as events, realms, artifacts, holdings, etc.) allow all players to draw an equal number of cards instantly.
This rule card can only be removed by playing another rule card. It is immune to champion powers, events, and the Wish spell.
When What Comes Around Goes Around is in play, if any players receive extra cards, regardless of the source, all players receive the same number of cards under the same conditions. For example, if one player plays Good Fortune, all players receive five cards. If a player uses Bag of Beans, all players cut their draw piles and take a card, discarding any realms. When the power of Gib Irod or the Bag of Holding is used, all players may draw a card, but each must discard a card, as the card powers require.
If Hijacking is played on a Good Fortune while this rule card is in play, all players draw five cards, but only the player of Good Fortune must discard his cards.
1/DU Chase
Artifact
5
AD&D
Very Rare
May be attached to a champion of any world. In combat, the attached champion may use any type of card playable in phase 4.
That's Adam Kowalke, winner of the sealed deck tournament, on the card.
2/DU Chase
Magical Item
6
Very Rare
The attached champion and his allies can fly, swim, or earthwalk as desired. This champion and his allies are immune to all cards that specifically target fliers, swimmers, or earthwalkers. (Def)
3/DU Chase
Thief Skill
+?
Very Rare
Usable by any champion. Opposing player draws and discards a card, noting its last digit. The opposing player must immediately discard that many cards from his hand. (Off/4)
When when the opposing player draws and discards a card noting its last digit, that digit is also the level bonus of the Fighting Dirty thief skill, as well as how many cards are discarded.
If this card changes sides in a battle, such as through the power of Master Illithid, the current bonus remains. The card power does not reset when it changes sides.
That's Gib Ted (Ted Forret) administering the punch below the belt. The victim is an unnamed TSR designer.
4/DU Chase
Wizard Spell
Very Rare
One razed realm (this player's choice) is discarded. (Off/3/5)
5/DU Chase
Holding
AD&D
Very Rare
May be attached to any realm. While this holding is in play, all players must discard down to five cards any time they have nine or more cards in their hand.
When drawing cards for any reason, all cards must be drawn first. Then, if the player has nine or more cards, the player discards down to five.
This holding is an excellent addition to 75- and 110-card decks. Games with these deck sizes have maximum hand sizes of 10 and 12 cards, respectively, so the power of the Black Hand Thieves' Guild will be triggered often.
Because this holding affects the player, in addition to opponents, it's a good idea to include the Herald of Mei Lung in any deck that includes the Guild. The Herald grants immunity to all cards, including the Guild, that force cards to be discarded from the hand.
6/DU Chase
Event
Very Rare
Name a card out loud. Immediately search an opponent's draw pile for that card. If you find it, send the card to the Abyss. If you don't find it, immediately send your foremost realm to the Abyss instead. (Harmful)
7/DU Chase
Event
Very Rare
This charming fool distracts all of one players non-monster champions, preventing them from performing any actions until this player's next turn. (Harmful)
8/DU Chase
Thief
6
Greyhawk
Very Rare
Halfling. Aliki can cast wizard spells. During combat, this cunning rogue can steal one magical item from the opposing champion. The item returns to its owner after battle.
Emily Forester made this card at GenCon. The face paint is by Jon Lamkin.
9/DU Chase
Hero
5
Forgotten Realms
Very Rare
Elf; swimmer; adventurer. Lilac's dog, Lightning, can act as a +3 ally for her or a fellow adventurer. Lightning can be discarded in combat to negate an offensive card.
The girl pictured is Maggie Forester. Lilac Hesabon is her Living City charachter.
10/DU Chase
Event
Very Rare
Play this card to cancel the effect of any just-played event or spell. This event cannot be calmed, and it may only be negated by tearing up the card which this event was played on. If this happens, the original event or spell works normally. (Harmful)
Enter Darkness Together can be Deflected, but another Enter Darkness Together cannot be used to cancel this event.
That's Chuck Carey on the card.
11/DU Chase
Artifact
3
AD&D
Very Rare
Usable by any champion. At any time, this player may look at any cards which are in play face down. Once per turn, this player may randomly pull half the cards from any player's hand and look at them.
When looking at half of any player's hand, the number of cards pulled is rounded down.
12/DU Chase
Hero
7
Greyhawk
Very Rare
Can cast cleric spells. Telarie's unicorn steed acts a +4 ally. If defending, she can teleport out of battle back to her pool with her attachments, though the realm is then razed.
13/DU Chase
Hero
9
AD&D
Very Rare
During battle, the Llama King may summon an army of llamas to aid him. The llamas act as a +9 ally that can trample one opposing ally (discarding it).
14/DU Chase
Thief
5
Dragonlance
Very Rare
Halfling (kender). Immune to offensive spells and harmful events. Opposing players must attack and raze a realm each turn or discard their highest level champion while Necba is in play.
An opposing player who does not attack and raze a realm discards his highest level champion in phase 5, after combat (phase 4) is completed. The champion discarded is the highest level champion in the pool at that time. If a player has two or more champions with the highest total, the targeted player decides which of his highest level champions he will discard.
If a player's highest level champion is immune to Necba's power, no champion is discarded. A champion like Manshoon of the Zhentarim or Chernevik can be the target of Necba's power, but then use its own power (discarding a card in the case of Manshoon) to avoid being discarded.
Even if a player cannot attack, due to realm restrictions for example, the player must still discard his highest level champion.
If Necba is in a player's pool and an opponent destroys all the player's realms, Necba will be discarded at the end of the current turn. However, Necba's power still functions, and the opposing player must attack and raze a realm or discard his highest level champion.
A realm need not be razed through combat to satisfy Necba's power. For example, a player could cast Creeping Doom during phase 3 and then attack in phase 4. That player would not have to discard a champion, since the requirements of Necba's power (attack and raze a realm) have been met.
A realm must be razed, not discarded (e.g. through Disintegrate) to satisy Necba.
If Necba's power is copied by another champion (such as Gib Drawsemij), only one realm need be raised to satisfy the powers of both chmpions. If a realm is not razed the two highest champions must be discarded (or three highest champions, if three Necbas are in play, etc.). Once the original Necba is discarded, the copied powers no longer work, since the wording of the card says "while Necba is in play."
Card Combo: While Necba is in the pool, playing a card that prohibits combat, such as Wall of Fog and Solid Fog, ensures that opponents will discard their highest level champions.
15/DU Chase
Hero
7
Forgotten Realms
Very Rare
Doubles the bonus of any unarmed combat card. This champion hates magic and cannot use magical items or artifacts. Gains 2 levels for each spell, magical item, or artifact used against him.
Shan doubles the bonus of any attached unarmed combat cards. Shan can only use unarmed combat cards usable by heroes.
This card was created by George Isele at the 1996 GenCon game fair.
16/DU Chase
Event
Very Rare
Keep this event in your hand. A player who looks into your hand and finds this card must immediately discard his entire hand and the card that allowed him to look. (Harmful)
The Handmine is kept in a player's hand. If an opponent looks in the player's hand, the Handmine is activated forcing the opponent to discard his hand, as well as the card that allowed the opponent to look at the player's hand. The Handmine is then placed in the Void.
The card that allowed the opponent to look in the player's hand still functions, it is just discarded. Thus, if an opponent plays Cold Cup of Calamity, the player must still discard down to five cards. The opponent's hand is completely discarded by the Handmine.
Handmine does not affect cards that call for some of the hand to be displayed, such as El Hadid, Dr. Rudolph von Richten, and Plentiful Psionics.
Because Handmine is a harmful event, it can be deflected, and another player, chosen by the player of Deflection, must discard his hand.
Handmine will not function while Throne of the Pharoahs is in play.
17/DU Chase
Hero
5
Greyhawk
Very Rare
Dwarf; earthwalker. When in a pool, this champion allows a razed realm to be rebuilt by discarding only one card, instead of the normal three.
The power of the Builder applies only to the player whose pool the Builder is in.
18/DU Chase
Artifact
+2
AD&D
Very Rare
At the start of this player's turn, he draws a card from an opponent's hand an sends it to Limbo. All such cards selected remain in Limbo while the Gloves are in play, returning to the player's hand when the Gloves are discarded.
19/DU Chase
Wizard 4
Greyhawk
Very Rare
Immune to harmful evets. While this champion is in play, Rary cannot be discarded for any reason. If Rary loses a battle, he returns to his pool with his attachments. Rary can use all items attached to his apprentice, gaining 2 levls for each so used.
20/DU Chase
Thief
10
Forgotten Realms
Very Rare
While this champion is in play, no cards marked "First Edition" can be played. All those already in play remain, but no new ones may be played.
Because it is immune to the special powers of opposing champions, Ethereal Champion can play any cards while in combat with Poor Oriental Lord. It cannot, however, be put into play while the POL is in play, since Ethereal Champion is a first edition card. Similarly, the Celestial Emperor and Turin Deathstalker cannot be brought into play, but can play cards of any edition, while POL is in play.
21/DU Chase
Psionicist
10
AD&D
Very Rare
Underdark. Immune to offensive spells, magical items, and artifacts. Draw a card whenever a psionic power card is played.
The player with Highmaster Illithios draws a card whenever a psionic power card is played. The player does not draw when a psionic power is used, only if a card is played.
22/DU Chase
Regent
9
Birthright
Very Rare
Can cast wizard and cleric spells. This champion is immune to harmful events and rule cards. Chaos Lord may be sent to the Abyss to rearrange all realms in all formations (this player's choice).
This card was created by Tony Novello at GenCon 1996.
23/DU Chase
Ally
10
Very Rare
Giant. This ally regenerates and remains in play for an entire attack on a realm; it is discarded only after the realm is razed or the attack is discontinued.
The Giant Troll can be played on attack or defense, but it remains for each round only when attacking. when defending, it is discarded at the end of the round like a any other ally.
If the Giant Troll is animated by Gib Hcivonad to become a champion, he may only attack once per battle.
24/DU Chase
Thief
5
AD&D
Very Rare
At the beginning of this player's turn, Elyk can choose to change into a wizard or hero. Elyk's legend lore ability confers