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# Elfin
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You may place # elfinkaze on top of this Unit at the start of each Onslaught Phase, or when it is deployed if it is in your Deployment Stack.
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Place # elfinkaze, with their Glidebomb side face up, on top of this Unit or Spire at the start of each Onslaught Phase or when this Unit becomes Active.
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# Range
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This Unit attacks and retaliates from up to # Hex(s) away.
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This Unit attacks and retaliates from up to # Hex(s) away.
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# Roost
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Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement stat. When this Unit or Spire moves, elfinkaze on it are moved with it.
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Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement stat. When this Unit or Spire moves, elfinkaze on it are moved with it.
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# Tracker
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FILL ME OUT
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Talent does not trigger for AI Units.
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Air Defense
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This Unit or Spire can Attack Units with Flying
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This Unit or Spire can Attack Units with Flying
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Anarchy
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Before this Unit’ s Movement each Turn, roll the D6. On a
5 or 6, discard this Unit
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Before this Unit’ s Movement each Turn, roll the D6. On a
5 or 6, discard this Unit
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Anti-Brawnen
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This Unit cannot be deployed by the brawnen Faction.
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If the brawnen Faction would Select this Unit for
Deployment, discard it and replace it with the top Merc Minion from the Market stack.
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Anti-Heirs
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This Unit cannot be deployed by the heir Faction
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If the heir Faction would Select this Unit for deploy
ment, discard it and replace it with the top Merc Minion from
the Market stack
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Armored
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When this Unit is attacked, reduce Damage by 1
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When this Unit is attacked, reduce Damage by 1
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Assault
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When this Unit attacks a Spire, remove the bottom
upgrade before dealing Damage
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When this Unit attacks a Spire, remove the bottom
upgrade before dealing Damage
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Assimilate
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When another Unit is defeated within 2 hexes of this Unit,
you gain the Source Reward. If another Faction defeated
the Unit, it does not gain any Source Reward
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Players do not gain Source rewards for any Units they
Defeat within 2 hexes of this Unit
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Assist
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When an Adjacent Friendly Unit defeats an Opposing Unit
or Spire, this Unit may level up
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This Unit starts with an Attack Upgrade. It will end its
Movement Adjacent to a Friendly Unit if it is able to do so
while adhering to AI Movement rules. When an Adjacent
Friendly Unit defeats an Opposing Unit or Spire, this Unit
gains an Attack Upgrade
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Awaken
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When this chip is Revealed, also reveal all non–anomaly
landmarks. Then, discard this chip
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Back to the Future
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Once Per Wave. At the end of your Turn during the
Onslaught Phase, this Unit may move and Attack even if it
has already done so this Turn.# Elfin
You may place # elfinkaze on top of this Unit at the start
of each Onslaught Phase, or when it is deployed if it is in
your Deployment Stack.
# Range
This Unit attacks and retaliates from up to # hexes away.
# Roost
Any number of elfinkaze may share a Hex with this Unit or
Spire by moving onto it. When elfinkaze move off of this
chip, they assume # as their Movement stat. When this
Unit moves, elfinkaze on it are moved with it.
# Tracker
Instead of moving, you may Teleport this Unit up to #
hexes. If you do, it must Teleport to a Valid Hex Adjacent to
a Revealed Landmark Minion
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Battle Hardened
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When this Unit is attacked by a Spire, reduce the Damage
dealt by 2
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When this Unit is attacked by a Spire, reduce the Damage dealt by 2.
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Breakneck
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This Unit must make as much Progress as possible when
moving. During its Movement, this Unit may pass through
Units, Spires, and landmarks but cannot end its Movement
on an Occupied Hex
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This Unit must make as much Progress as possible when
moving. During its Movement, this Unit may pass through
Units, Spires, and landmarks but cannot end its Movement
on an Occupied Hex
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Build Waygate
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Before or after this Unit’ s Movement, you may discard an
Adjacent Unrevealed Landmark and/or place a waygate from
your Barracks onto an Adjacent Source Well. A waygate
can only be placed if it would be Adjacent to Path that
connects to all possible marks. When this Talent is used,
flip this Unit to its other side, removing any Upgrades
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Talent does not trigger for AI Units
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Builder
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Before or after this Unit’ s Movement, you may choose one
of the following at no cost:
• Build a dispatch platform on an Adjacent Source Well,
ignoring Influence restrictions.
• Promote an Adjacent dispatch platform to a siege tower,
keeping existing Upgrades.
• Add an upgrade to an Adjacent Spire, ignoring upgrade
capacity.
Then, if this Unit is on its Basic Side, return it to your
Barracks. If it is Promoted, flip it to its Basic Side
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Before or after this Unit’ s Movement, if it is Adjacent to a
Source Well, its Faction will construct a dispatch platform
on that Source Well. If this Unit is on its Basic Side, return
it to its Barracks. If it is Promoted, flip it to its Basic Side
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Burrow
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Ungrouped only. After this Unit’ s Movement, you may
remove all of its Health and place it on any Adjacent non–
Path Hex, ignoring Terrain type. It is now Inactive. At the
start of your next Turn, this Unit flips over, recovers its full
Health and takes its Turn normally
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Leaves Group if Grouped. After this Unit’ s Movement, if it
has less than its full Health, remove all of its Health and
place it on any Adjacent Non-Path Hex, ignoring Terrain
type. It is now Inactive. At the start of its Faction’ s next
Turn, this Unit flips over, recovers its full Health and takes
its Turn normally
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Call Minion
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Talent does not trigger for AI Units
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Camouflage
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Units and Spires must be Adjacent to this Unit or Spire in
order to Attack it.
3
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Units and Spires must be Adjacent to this Unit or Spire in
order to Attack it
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Capture
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After this Unit defeats an Opposing Faction Minion, you
may place that Minion beside your Fortress. When the
Minion’ s controlling Faction damages your Fortress Gate,
return the Minion to its Barracks. You can have a maximum
of 3 minions captured from each Faction at a time
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After this Unit defeats an Opposing Faction Minion, place
that Minion beside this Faction’ s Fortress. When the
Minion’ s controlling Faction damages this Faction’ s Fortress
gate, return the Minion to its Barracks. This Faction can
have a maximum of 3 minions captured from each Faction
at a time
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Challenge
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If an Opposing Hero is within 3 hexes of this Unit, any
Attack that Hero makes must be against this Unit
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If an Opposing Hero is within 3 hexes of this Unit, any
Attack that Hero makes must be against this Unit
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Channel
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Each time this Unit is attacked, gain 2 Source
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Talent does not trigger for AI Units
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Collapsible
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This chip does not prevent an earthscape from being
placed on this Hex. If an earthscape is placed on this chip,
return it to your Barracks
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This chip does not prevent an earthscape from being
placed on this Hex. If an earthscape is placed on this chip,
return it to its Barracks.
3
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Connected
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Add +1 to this Spire’ s upgrade capacity for each other
Spire with Connected In Play, up to a total capacity of 5
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Add +1 to this Spire’ s upgrade capacity for each other
Spire with Connected In Play, up to a total capacity of 5
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Consume
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Before or after this Unit’ s Movement, it may Defeat an
Adjacent Hero with 2 Health or fewer. Then, flip this Unit
and remove its upgrade chips
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Before or after this Unit’ s Movement, if it is Adjacent to an
Opposing Hero with 2 Health or fewer, it defeats that Hero.
Then, flip this Unit and remove its upgrade chips
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Cover
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When a taproot is Adjacent to this Spire, the Damage dealt
by an Attack on the taproot is reduced to 1
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When a taproot is Adjacent to this Spire, the Damage dealt
by an Attack on the taproot is reduced to 1
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Creep
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At the start of each of your turns during the Onslaught
Phase, this Spire may move onto an Adjacent non– Path
Hex
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Talent does not trigger for AI Spires
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Crush
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During its Movement, this Unit may Displace Opposing
Faction Units that have less Health than it does. It deals 2
Damage to each Unit it displaces
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During its Movement, this Unit will Displace Opposing
Faction Units that have less Health than it does, if it is able
to do so while adhering to AI Movement rules. It deals 2
Damage to each Unit it displaces
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