1/NS
Realm
Greyhawk
Common
Can defend itself as a level 9 undead wizard. Nonflying attackers are at half their adjusted level (rounded down.
The adjustment applies to a champion's adjusted level. Attached cards, even if played after the attack begins, are halved.
2/NS
Realm
Greyhawk
Uncommon
Thieves defending this realm gain 2 levels for every attached card.
3/NS
Realm
Forgotten Realms
Common
Can only be attacked by flyers or swimmers. Whenever a thief in this player's pool is to be discarded outside of combat, it instead goes to Limbo, returning at the end of this player's next turn.
4/NS
Realm
Forgotten Realms
Common
Can only be attacked by flyers or swimmers. Nelanther has a powerful pirate navy. All champions and allies attacking any realm by swimming must discard a magical item from their hand or pool or return to their pool immediately.
Nelanther's power takes effect whenever any realm in play is attacked by swimming. This means that the attackers (champions and allies) are swimmers and need their swimming ability to reach the realm being attacked. Swimmers may attack unprotected realms without triggering Nelanther's special power.
The wording of the card indicates Nelanther's power affects all champions, including champions and allies belonging to the player with Nelanther in his formation.
The required magical item may be discarded by the attacking champion, since he is the pool prior to combat.
5/NS
Realm
Ravenloft
Rare
6/NS
Realm 7
Ravenloft
Uncommon
Can defend itself as a level 7 werebeast (monster) that can use thief skills.
7/NS
Realm
Dark Sun
Uncommon
While Cromlin is in play, this player may freely exchange magical items and artifacts between the champions in his pool and his hand in Phase 3.
8/NS
Realm
Birthright
Common
Underdark. This realm extends under opponents' Birthright realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions.
9/NS
Realm
Birthright
Uncommon
This realm is protected by a great swarm of bats that attack all nonearthwalking champions, reducing their adjusted levels by half (rounded down).
10/NS
Holding
Greyhawk
Uncommon
Draw a card whenever a thief skill card is played.
11/NS
Holding
6
Ravenloft
Rare
Acts as a +6 ghost ally (undead). This ghost is so terrifying that only undead allies and events may be played to attack the attached realm after the attacking champion has been sent forward. Items attached before battle function normally.
12/NS
Holding
Greyhawk
Common
This player's thieves can swim or earthwalk as needed. They ignore all wall spells.
13/NS
Holding
Forgotten Realms
Common
Any champion attacking this realm is discarded at the end of combat, whether he wins or loses. Undead are immune to this holding.
14/NS
Holding
Greyhawk
Common
When the Guild is in play, each turn this player may discard a champion from his pool, forcing an opposing player to discard a champion from pool or hand to the Abyss.
After the player discards a champion and chooses which opponent must discard a champion, the opponent chooses which champion to discard and whether from hand or pool.
15/NS
Holding
Dark Sun
Uncommon
Champions attacking the attached realm are considered monsters for each round of combat.
Card Combo (from the Sussman Zone ): When Lovely Colleen is defending a realm with the Pristine Tower attached, the attacking champion is automatically defeated. You can force the opponent to attack by sending The Siren to Limbo.
16/NS
Holding
Dark Sun
Rare
This player's realms cannot be attacked by psionicists or champions able to use psionic power cards.
17/NS
Holding
Forgotten Realms
Uncommon
The attached realm, this holding, and its defenders are immune to harmful events and offensive spells. If the Keep is discarded during battle but the realm isn't razed, the attacking champion may draw a card.
18/NS
Holding
AD&D
Rare
May be attached to any Underdark realm. While the Cavern is in play, all offensive spells cast at this player are reflected back at the casting player. This holding can be attached at any time to reflect a just-cast spell.
The Cavern of Ancient Knowledge may be attached to any Underdark realm, in addition to any AD&D realm. An Underdark realm is any realm from the Underdark booster set, as well as any realms indicating Underdark on the card or bluelined, such as Menzoberranzan.
The Cavern's power works like Spell Turning, reflecting an offensive spell back at the casting champion. For example, if the Cavern is used to reflect Disintegrate, it is turned back at the caster, with no effect. It cannot be redirected to an opponent's realm.
If a spell reflected by the Cavern is then turned by the opponent, the original target is impacted by the spell. For example, if Disintegrate is turned back at the opponent by the Cavern, and the opponent plays Spell Turning, the Disintegrate discards whichever realm it originally targeted.
The Cavern's power works on all offensive spells, but only once per spell. Thus if an offensive spell is reflected back using the Cavern's power, and is spell turned by the opponent, the Cavern cannot again reflect the spell.
19/NS
Event
Common
All players wh have a thief in battle or in pools must discard one magical item from their hand. If the cannot, the must discard all thieves in their pool. (Harmful)
20/NS
Event
Common
Until the end of this player's next turn, all undead and werebeasts gain 5 levels and can attack any realm, regardless of position or restrictions. (Helpful)
21/NS
Event
Uncommon
Until the end of this player's next turn, all realms, holdings, and artifacts that give another player extra cards are instead given to the event player. (drawn from this player's draw pile) This event cannot be copied or negated. (Harmful)
The Boss Wants a Cut is not a counter-effect card, so it must be in play before the card that gives another player extra cards.
The Boss has not effect on Ancient Kalidnay, since Ancient Kalidnay provides an extra turn, not extra cards.
22/NS
Event
Common
Until the end of this player's next turn, undead champions and allies discarded for any reason are immediately shuffled back into their draw pile. (Helpful)
23/NS
Event
Rare
24/NS
Event
Uncommon
All players must discard a champion from their pool; undead are immune to this event. If a player has no champions in his pool, he must discard two cards from his hand. (Harmful)
25/NS
Event
Rare
Played during combat, this player's champion is doubled in level and no cards other than events can be played by the opposing player. (Harmful)
Complete Surprise is a harmful event, because of its effect on the opposing player. It can therefore be calmed, however, the helpful aspects of the card (i.e. the doubling in level) remain in effect after a Calm or Dragon's Calm is played. If the event is canceled (i.e. Limited Wish or Helm is used) all the cards effects are eliminated.
26/NS
Event
Common
All players must draw and discard a card, noting its last digit. That many base levels or more of champions must be discarded from each pool. Players with an undead champion in their pool are immune to this event.
27/NS
Event
Rare
All players draw three cards face up. Realms go to the Abyss. The icon level of all other cards are tallied for each player. The player with the highest number gets to keep his cards; all others are discarded. (Harmful)
In the case of a tie, each player with the highest number keeps his cards.
28/NS
Thief
10
Greyhawk
Rare
Thieves cannot use thief skills without the Guildmaster's permission. He is immune to unarmed combat cards.
29/NS
Thief
8
Forgotten Realms
Uncommon
Artemis can use unarmed combat cards usable by hereoes, and he gains 5 levels if the opposing champion plays no allies.
30/NS
Thief
3
Forgotten Realms
Common
Daryth wears a pair of magical gloves that give a +2 bonus to any thief skills used by him.
31/NS
Thief
9
Forgotten Realms
Uncommon
Storm can be sent to Limbo at any time, allowing her player to look at an opponent's hand. She returns to the pool at the end of her player's next turn.
Because Limbo is considered out of play, if Storm is used to look at an opponent's hand, and the hand contains Handmine, Storm is not discarded.
32/NS
Thief
7
Ravenloft
Common
Werebeast. Opposing champion is automatically defeated unless he can cast spells, or has or can play a magical item or artifact.
Card Combo (from the Sussman Zone ): With the Ring of Reversion attached, the opposing champion cannot cast spells.
Card Combo: The above combination can be further improved by playing the ally Flesh Golem, eliminating an opponent's magical items.
33/NS
Thief
5
Ravenloft
Common
Undead. Immune to offensive spells and harmful events. Ratik can ignore any one magical item played against him.
34/NS
Thief
2
Ravenloft
Common
If victorious in battle, Julio can return one nonspell card from the discard pile to his player's hand.
35/NS
Thief
8
Greyhawk
Rare
Turin'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, Turin may not be brought into play while the POL is in play.
36/NS
Thief
7
Greyhawk
Uncommon
Halfling. Any magical items attached to champions who oppose Simpkin become Simpkin's for that round of battle. Afterwards they are discarded.
37/NS
Thief
4
Dark Sun
Common
Halfling; can use psionic power cards. Phostrek is a savage warrior &emdash; against nonmonster champions his base level rises to 8.
38/NS
Thief
5
Dark Sun
Uncommon
Elf. Jamlin must be beaten by 10 or more points in combat to be discarded; if not, he reutrns to his pool with attached cards.
39/NS
Thief
8
Dark Sun
Common
Dwarf; earthwalker. Donval can have any number of attached artifacts from any world. However, he may not use magical items.
40/NS
Thief
4
Birthright
Uncommon
El-Hadid can use blood abilities. In combat his opponent must choose up to 4 cards he plans to use that round and place them face up in front of him. Only cards from this "minihand" may be used in the battle.
When El-Hadid is facing a champion that can draw cards during battle, such as Ambassador Carrague or Zielesch, the Ancient Green Dragon, those cards may still be drawn and are added to the mini-hand. Cards that allow more cards to be drawn, such as Good Fortune, may be included in the mini-hand. Additional cards drawn go to the mini-hand.
A player opposing El-Hadid may still play cards from his hand that do not affect the battle. For example, if a player's realm is targeted with Cataclysm while in battle against El-Hadid, the player may still play Calm, or have a pool champion (but not the champion in battle with El-Hadid) cast Limited Wish.
41/NS
Thief
3 Birthright
Common
Kelda gains 5 levels against heroes and/or 3 levels if defending a Birthright realm.
42/NS
Thief
3
Birthright
Common
Halfling. Moriad is immune to the special powers of undead champions.
43/NS
Thief
7
AD&D
Rare
Elf (drow); earthwalker. If nont involved in battle at the end of his player's turn, Uldo may send all cards attached to a dragon champion to the bottom of that player's draw pile. He must attack his next turn or be discarded.
44/NS
Monster
?
AD&D
Rare
Avatar. Undead. Two undead champions must be discarded to bring Orcus into play. This player's undead gain 5 to their base levels; they may attack at half adjusted level to discard a realm instead of razing it. Orcus's base level is equal to the sum of the base levels of the undead discarded to bring him into play. Limit one avatar per pool.
Orcus's base level is considered 0 for purposes of deck construction.
It is the base level of an undead champion that is increased. The gain in levels applies only to champions.
45/NS
Thief
17 Forgotten Realms
Rare
Avatar. A thief must be discarded to bring Mask into play. This player's thieves gain 3 to their base levels. Mask may be sent to the Abyss at any time to force all magical items, artifacts, spells, and allies in one player's discard pile to be sent to the Abyss. Limit one avatar per pool.
Mask may only be sent to the Abyss after the card is brought into play by discarding a thief in phase 3. Once in play, Mask's power can then be used at any time. Mask may not be sent directly to the Abyss from the hand.
46/NS
Magical Item
7
Common
May also be used as a level 7 hero for one round of combat. If so used, only allies may be played with it. If victorious, it returns to this player's hand or pool. The dancing sword can be involved in two rounds of battle, once as a magical item, once as a chmpion. (Def)
If the Dancing Sword is used as a champion and is victorious, it may be returned to either the player's hand or pool (player's choice). If used as a magical item and the attached champion is victorious, the Sword remains with the attached champion and cannot be returned to the hand.
47/NS
Magical Item
3
Common
A champion defeated by the rod wielder is not discarded. Instead it is used as and undead ally in this champion's next battle and is discarded afterward. (Off)
48/NS
Magical Item
3
Uncommon
All magical items and artifacts attached to the opposing champion are instantly discarded; no more may be added. (Off)
49/NS
Magical Item
3
Uncommon
The attached champion can use thief skills. If attached to a thief, anytime there are three or more thief skills are in his discard pile, the player may shuffle his discards back into his draw pile. (Def)
50/NS
Magical Item
4
Rare
51/NS
Artifact
4
Greyhawk
Rare
All undead (and any attached cards) in this player's pool are immune to harmful events and the Wish spell.
If a champion who is in a pool with the Book of the Dead, but does not have the Book attached, leaves the pool for combat, he is no longer immune to harmful events and Wish.
52/NS
Artifact
5
AD&D
Common
If attached to an undead champion, the bonus becomes +10. This champion can cast wizard spells, and undead champions and allies cannot be used to defend against him.
53/NS
Artifact
Greyhawk
Rare
Each turn, draw and discard a card, noting its last digit. Corresponding to the digit, discard all of the following in play: 1-magical items; 2-artifacts; 3-razed realms; 4-holdings; 5-rule cards; 6-flyers, swimmers, earthwalkers; 7-elves, dwarves, halflings; 8-dragons, awnshegh; 9-undead, werebeasts; 0-events.
Card Combo: When Trumpet of Doom is combined with A Sure Thing, the player desides which type of card all players will discard.
54/NS
Artifact
Forgotten Realms
Common
This player is immune to all cards that force cards to be discarded from his hand and to all cards that examine his draw pile and discard or rearrange cards found there.
Because the Herald provides immunity to offensive powers, Dragon Font and Runes of the Future still function for the player. The Herald provides immunity to the Black Hand Thieves' Guild.
A player with the Herald is not affected by Transformation!, even if the player plays the card. The player is also not affected by Black Bess or Bess's Revenge. Takhsis Helmet of Power does not remove the immuity confered by the Herald, since it is the player that is immune. The Helmet removes immunities from cards.
The Herald provides immunity to cards that only borrow cards from the hand if they are ultimately to be discarded, such as Summon Undead.
The Herald 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 players will often include the Black Hand Thieves' Guild in their decks. Because Black Hand Thieves' Guild affects the player, in addition to opponents, it's a good idea to include the Herald in any deck that includes the Black Hand Thieves' Guild.
55/NS
Thief Skill
Common
Doubles the attached thief's base level for one round. (Def/4)
56/NS
Thief Skill
2
Common
Use another player's magical item for this round of combat. At the end of combat, the item's owner draws and discards a card, noting its last digit. If it is higher than the thief's base level, the item is returned; if not, it is discarded. (Off/4)
57/NS
Thief Skill
2
Common
Attached champion ignores realm champions, instantly defeating them. This skill lasts until this champion is discarded. (Off/3/4)
58/NS
Thief Skill
Common
Draw a card and place it face down under the lead realm. When that realm is attacked, discard the card, noting its last digit. Attackers with a base level equal or less than this number are discarded immediately. (Def/3)
59/NS
Thief Skill
Uncommon
This champion can retreat from a battle back to his pool. He is defeated but not discarded. (Def/4)
60/NS
Thief Skill
4
Common
Until the end of this player's next turn, this champion ignores all walls and can attack realms normally attacked only by flyers or swimmers. (Def/3/4)
61/NS
Thief Skill
2
Common
This skill may be played any time and lasts until the beginning of this player's next turn. this champion can use his special power first when defending.(Def)
62/NS
Thief Skill
2
Common
This champion can cast wizard spells. This skil may be played any time and lasts until the champion is discarded. (Def)
63/NS Thief Skill
3
Uncommon
The opposing champion must draw and discard a card, noting its last digit. If that digit is 3 or less, that champion is defeated. Lasts until a champion has been defeated by the poison. (Off/4)
Card Combo (from Victor Leung): While A Sure Thing is in play, Use Poison will instantly defeat any champion not immune to thief skills.
64/NS
Thief Skill
4
Uncommon
Negates all unarmed combat cards played during this round of combat. No further unarmed combat cards can be played. (Off/4)
65/NS
Monster
9
AD&D
Rare
Werebeast. The Werebear is immune to the special powers of champions base level 6 or less and their attached cards.
66/NS
Monster
1
Forgotten Realms
Common
Undead. Immune to offensive spells and psionic power cards. Crawling Claws gain 1 base level for every champion in this player's pool.
67/NS
Cleric
12 Ravenloft
Common
Undead. Immune to offensive spells except those with the word "flame" or "fire" in the title. Opposing champions base level 5 or less are discarded after combat, win or lose.
68/NS
Wizard
6
Ravenloft
Common
69/NS
Wizard
9
Greyhawk
Uncommon
Undead. All cards with icon bonuses played against Winslow lose 2 levels because of his freezing cold touch.
70/NS
Psionicist
12
Dark Sun
Uncommon
Undead. Immune to offensive psionic power cards and offensive spells. Psionicists defeated by the Caller are sent to the Abyss.
71/NS
Regent
8 Birthright
Rare
Awnshegh; undead; earthwalker. Can use blood abilities and thief skills. All allies played with this champion are considered undead.
72/NS
Monster
6
Dragonlance
Common
Werebeast; swimmer. The Wereshark is immune to swimming allies and discards any played against him.
73/NS
Rule
AD&D
Rare
Undead champions subtract their base levels from the base levels of opposing champions. If the opposing champion is reduced to 0 or less, it it immediately deiscarded. Clerics and avatars are immune to this rule.
74/NS
Rule
AD&D
Rare
Instructions to draw and discard a card, noting its last digit, are ignored. All opponents receive the worst possible outcome (0 if high is good, 9 if low is best). This player receives the opposite.
When card play directs to draw and discard a card, noting its last digit, no cards are actually drawn. The player of the Sure Thing receives the best possible outcome. Opponents receive the worst possible outcome.
For example, if The Fates (Each player draws and discards a card, noting its last digit. If it's even, lose that many cards form hand, pool, or formation. If it's odd, draw that many cards.) is played, the player of A Sure Thing draws nine cards; each opponent must discard eight cards.
Card Combo (from Jones' Spellfire Page): Play the rule card A Sure Thing. Then play Black Bess. All of the opponents' champions of base level 1 or more are discarded (so only Living Scroll and Gelatinous Cube survive). The downside is that you will have to discard your champions of level 10 or more, so keep these to a minimum when using this combo.
Card Combo: When Trumpet of Doom is combined with A Sure Thing, the player decides which type of card all players will discard.
Card Combo (from Victor Leung): While A Sure Thing is in play, Use Poison will instantly defeat any champion not immune to thief skills.
Card Combo (from Victor Leung): While A Sure Thing is in play, Death Touch will instantly defeat any champion of level 9 or less. If the player has Armor of the High King, he can retrieve Death touch from the discard pile and use it each turn.
75/NS
Ally
6
Common
Undead. Immune to offensive magical items. Attached champion may cast wizard spells.
76/NS
Ally
5
Common
Halfling. The attached champion may use thief skills. He may also use one magical item from any pool for this round of combat.
77/NS
Ally
4
Common
Undead. Immune to harmful events and offensive magical items. The attached champion may use cleric spells.
78/NS
Ally
3
Common
Elf. When played in combat, discard a card at random from all other players' hands.
79/NS
Ally
5
Uncommon
Undead. Gains an additional 2 levels for each ally or spell played against it.
80/NS Ally
3
Rare
Ask each player not involved in combat for a card playable in the battle. Play any given immediately. If they refuse and you win the round, look at their hand and discard one card of your choice.
Cards given come from players' hands.
81/NS
Ally
9
Rare
Undead; flyer; dragon. One opposing ally of this player's choice is instantly discarded.
The Dracolich's power can be used at any time during the round of battle.
82/NS
Ally
2
Uncommon
When this ally is used in battle, you may discard up to 3 magical items or artifacts from your pool or hand and draw two cards for each.
83/NS
Wizard Spell
3
Common
Until dispelled, this champion canuse thief skills. (Def/3/4)
84/NS
Wizard Spell
Common
Prevents either flyers, swimmers, or earthwalkers from attacking this player's formation (caster's choice) until the end of his next turn. (Off/3/4/5)
85/NS
Wizard Spell
2
Common
Cancels a just-played thief skill and prevents the opposing champion from using any more skills for this round of combat. (Off/4)
Consistent with other counter-effect spells like Dispel Magic, Alarm is now playable at any time and is considered defensive.
86/NS
Wizard Spell
4
Uncommon
The affected champion becomes undead; this spell lasts until negated or dispelled. (Def/3/4/5)
87/NS
Cleric Spell
3
Rare
Negates the effect of all unarmed combat cards playable only by dragons or undead and prevents any more from being played in this round. (Off/3/4)
88/NS
Cleric Spell
Common
The affected champion and his allies can attack a realm, regardless of its special powers. The champion also ignores the power of attached holdings, spells, or thief skills. (Def/3/4)
The champion ignores holdings, spells, or thief skills attached to the realm at the start of combat, not spells or thief skills played once combat has begun.
89/NS
Cleric Spell Common
For this round of combat, all cards attached to the affected champion are doubled in level bonus. (Def/3)
90/NS
Cleric Spell
Common
Any monster in a opposing pool may be used as an ally for this round of battle. Win or lose, that champion returns to his pool at the end of combat. (Off/4)
91/NS
Un Combat
4
Common
Usable only by any undead. Opponent's base level is halved (rounded down). (Off/4)
92/NS
Un Combat
2
Common
Usable only by any undead. Opposing allies of +3 or less are immediately removed from combat. (Off/4)
93/NS
Un Combat
3
Common
Usable only by any undead. All opposing allies are discarded. No more may be played this round.
94/NS
Un Combat
1
Common
Usable only by any undead. An opposing champion of base level 5 or less immediately returns to his pool, defeated. (Off/4)
95/NS
Un Combat
2
Common
Usable only by any undead. An opposing champion is discarded at the end of this round of combat, win or lose. (Off/4)
96/NS
Un Combat
3
Common
Usable only by any undead. Discard a card from your draw pile, noting its digit. Subtract this number form the opposing champion's level. If reduced to 0 or less, that champion is discarded. (Off/4)
97/NS
Un Combat
5
Rare
Usable only by any undead. Subtract the base level of the attached champion from the base level of the opposing champion. If reduced to 0 or less, that champion is discarded.
98/NS
Un Combat
2
Uncommon
Usable only by any undead. Attached champion is immune to offensive spells, magical items, artifacts, and blood abilities until the end of this player's next turn. (Def/3/4)
99/NS
Un Combat
4
Common
100/NS
Un Combat
6
Rare
Usable only by any undead. If this champion is defeated in combat attatch this card to the opposing champion. His base level is reduced to 1 until negated. (Off/4)
When this card is attached to a victorious opposing champion, that champion does not receive the +6 bonus.
1/NS Chase
Rule
AD&D
Very Rare
Players without undead or werebeast champions in play gain 2 to the base levels of their champions and are immune to harmful events played by players who have undead champions in their pools.
2/NS Chase
Rule
AD&D
Very Rare
Players who have thieves in play must discard a card at the beginning of their turn in order to use thief skills or thief champions' special powers.
3/NS Chase
Event
Very Rare
Play any time to prevent a thief skill from taking effect. The champion using the skill is immediately discarded. (Harmful)
4/NS Chase
Event
Very Rare
Play on any monster to force it to attack another champion, player's choice, in its own pool. The opposing player lays down his hand face up and you both play cards from it until one side wins and draws a card, it may be played immedieately. (Harmful)
Stan Brown is the confused Quasimodo.
5/NS Chase
Event
Very Rare
Play before any combat you're not involved in, just after a defender comes forward. Write down who you think will win. If you're correct or the battle ends with no winner, draw three cards or discard the top three cards for any draw pile. If you're wrong, raze or discard a realm in your formation. (Helpful)
The prediction made is for the current round, not the entire battle.
Card Combo (from Philip D. Cornett ): If Dark Prophesy is played while sithicus is in play, Sithicus can be discarded to force both combatants to the Abyss. Since the battle ends with no winner, the player can draw a total of four cards.
6/NS Chase
Event
Very Rare
Play at the end of a round of combat you've lost. Replay the round of combat with the same champins, except that the winner's attachments are discarded; you get to keep yours. The previous round of battle never happened and this one is decisive. (Harmful)
7/NS Chase
Event
Very Rare
Destroys all undead champions in one player's pool and prevents any undead champions from bieng involved in combat until the end of this player's next turn. (Harmful)
8/NS Chase
Artifact
AD&D
Very Rare
Offensive spells, psionic power cards, blood abilities, and harmful events are reflected away from the attached champion and affect the champion of this player's choice, regardless of immunities.
Miranda Horner is gazing into the mirror, but that's not really her reflection.
9/NS Chase
Magical Item
Very Rare
Subract the base level of the attached champion from the adjusted level of the opposing champion. (Off)
Opposing champions whose level is reduced to zero or below are not discarded, but may continue in battle.
That's Anne Brown's neck on the card.
10/NS Chase
Magical Item
5
Very Rare
Can only be attached to a wizard. The attached champion becomes undead and gains 5 to his base level. This item remains attached to him until he's discarded; it cannot be discarded in any other way. (Def)
This magical item increases the base level by 5 and increases adjusted level by an additional 5.
11/NS Chase
Magical Item
Very Rare
During phase 3 you may cut your draw pile and take the card you cut to. If it is a realm, discard it immediately. Any other type of card may be held, put in the pool, or played as desired. (Def)
The Bag of Beans is used during phase 3 of a player's turn. The player should reveal the card cut so that other players may see whether or not it is a realm.
I'm told that hand pictured on the card belongs to Shawn Costa.
12/NS Chase
Magical Item
5
Very Rare
Attached champion can use thief skills. If attached to a thief the Shadowcloak becomes +8 and allows the thief to bypass a defending cleric or wizard and automatically raze a realm. The defending champion returns to his pool. (Def)
13/NS Chase
Magical Item
Very Rare
Each turn, select any relam in any formation. If players attack that realm on their turn, every one of their champions and allies receivs a +1 bonus. If not, each champion and ally is at -1. This player is not affected. (Off)
14/NS Chase
Magical Item
4
Very Rare
The attached champion becomes a werebeast and is immune to offensive magical items of +4 or less enchantment. (Def)
15/NS Chase
Hero
2
AD&D
Very Rare
Undead. The Zombie is immune to offensive psionic pwers and the special powers of psionicists. It negates the level bonus of magical items and spells used by opposing champions.
16/NS Chase
Wizard
7
Ravenloft
Very Rare
Undead; flyer. Can use his charm gaize to force one ally to his side during combat. If defeated in battle, he can change to mist and escape to Limbo, returning at the end of his player's next turn.
That's Colin McComb as Varney.
17/NS Chase
Monster
8
AD&D
Very Rare
Werebeast. All allies played with this champion become werebeasts and are immune to offensive magical items.
18/NS Chase
Monster
10
Ravenloft
Very Rare
This fearsome flesh golem is immune to offensive spells (including Wish), magical items, psionic powers, blood abilities, unarmed combat cards, thief skills, and harmful events.
The handsome man on the card is Bill "Stomper" Olmsdahl.
19/NS Chase
Hero
6
AD&D
Very Rare
While this champion is in a player's pool, any ally can be played into his pool as an undead monster champion (base level equal to its level bonus). It retains any special powers. If Gib Hcivondad is discarded, no more ally champions can be played, but those in pool remain.
That's John Danovich on the card.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.
20/NS Chase
Thief
8
Forgotten Realms
Very Rare
Elf; earthwalker. Can cast wizard spells. Gib Reltub is immune to the effects of all events and may choose to ignore rule cards. Any Wish spells cast by him cannot be spell turned.
The Spellfire Oracle, otherwise known as Jim Butler, makes another appearance on this card.
21/NS Chase
Wizard
13
Greyhawk
Very Rare
Undead. Can cast cleric spells. This reanimated horror is immune to harmful events, the Wish spell, and the special powers of allies. In combat, her player may discard up to 3 cards from his hand and draw replacements.
Behind all that makeup is Dori "the Barbarian" Hein.
22/NS Chase
Cleric
20
Dragonlance
Very Rare
Avatar. Can be brought into play just after this player causes an opponent's realm to be discarded. When he appears, his player chooses the special powers of any two non-avatar champions to be his for that game.
The two champions whose powers are selected must be in play at the time Gib Drawsemaj is put in play. These powers are Drawsemaj's for the remainder of the game. If Drawsemaj is discarded and then brought back into play, he chooses two new powers of champions currently in play.
The player must be the direct cause of the discarding of an opponent's realm. Redirecting another player's Cataclysm! with Deflection will not allow the player of Deflection to play Gib Drawsemaj. But the player of Cataclysm! can play Drawsemaj if the realm of an opponent of that player is discarded. Siege! can be used to bring Gib Drawsemaj into play.
A realm in play must be discarded. A realm discarded from an opponent's hand will not allow Gib to be brought into play.
23/NS Chase
Psionicist
9
Dark Sun
Very Rare
Elf. This powerful mentalist can invoke his Telekinesis power during combat, causing any champion to become his ally during that round. If he loses the round, the ally is discarded instead of him. (Off/4)
Gib Aklem's power is used during combat, which means a defender must be put forth before the power is used. Any champion other than the defender (or a champion immune to psionics) can be selected as an ally. Gib Aklem's power can be used when in combat with a champion immune to psionics. It is only the "borrowed" champion that must not be immune to psionics.
A champion can only be used once in any battle, so Gib Aklem's power cannot be used on a champion that has already participated in the current battle. Likewise, a champion used as an ally by Gib Aklem cannot later be used as a champion in another round of the same battle.
If for some reason Gib Aklem's ally is removed or forced to change sides, and Gib Aklem loses, Gib Aklem is discarded. In addition, if an opposing card's power discards a champion, rather than defeating him (such as Davron Parscall), Gib Aklem is discarded
24/NS Chase
Realm
AD&D
Very Rare
When attacking any realm in this player's formation, the attacking player must discard a card from his hand or pool for each champion and ally sent forward.
25/NS Chase
Realm
Ravenloft
Very Rare
This player can reanimate champions and allies from any discard pile. Each acts as a +1 undead ally. At the end of battle, all cards used in this manner are placed in the Abyss.
This realm allows the player to select one discard pile and use the champions and allies in that pile as +1 undead allies in any battle. The allies are +1 undead allies, without their special powers.
The player can use the Laboratory's power only when the Mad Scientist's Laboratory is being attacked. Also, the power can be used in each round of battle, using a different discard pile for each round of combat.
Allies can only be added when allowed, that is, when the player with Mad Scientist's Laboratory is losing the battle. Once losing, the player may add allies until he is no longer losing the battle. If the opponent regains the lead in the combat, the player may add more allies from the same discard pile.