This is an unpublished card game based on Blizzard's Warcraft III computer game. Players collect cards to create a customized army of heroes, units and buildings in an attempt to be the first to take control of a central gold mine.

Click here for the current rules.

(Orcs and Undead coming soon! Night Elves coming later...)

 
         
Cannot attack.
Take 1 gold during Collect Gold step (collect no more than 1 gold total per turn). Repair: +1 to all buildings and mechanical units in this area.
Melee: Attacks ground.
The ground unit or building directly behind Footmen can only be targeted by flying units.
Melee: Attacks ground.

 

 

 

Range: Attacks ground and air.
Range: Siege attacks ground.
May attack targets in an adjacent battlefield.
Fast range: Attacks air.
Flying (can only be placed in the second row). Mechanical. Reveal all enemy units in this battlefield. Negates invisibility.
 

 

 

Slow melee: Siege attacks buildings.
Mechanical.
Cannot be blocked by range units.

Range: Attacks ground and air.
Flying (can only be placed in the second row).
Large (place only one large unit per turn).

Your Gryphon Riders’ attack is:
“Range: Attacks ground and air with 1 splash”.

     

Range: Magic attacks ground and air.
Cast Spell
: Place a Slow token on attacked unit.

Sorceresses gain +1 life and
Cast Spell: Place an Invisibility token on 1 non-mechanical unit in this area”.

Links with Arcane Sanctum: Invisibility.
Sorceresses gain +1 attack and
“Place a Sheep token on attacked unit (permanent until dispelled). Does not affect Heroes or mechanical units”.

     

Range: Magic attacks ground and air.
Cast Spell
: Heal 2 points of damage to all non-mechanical units in this area.

Priests gain +1 life and
Cast Spell: Dispel all enemy tokens from 1 row of this battlefield”.

Links with Arcane Sanctum: Dispel Magic.
Priests gain +1 attack and
Cast Spell: Place an Inner Fire token on all units in this area
(permanent until dispelled)”.

     

Your Peasants gain “Melee: Attacks ground”, +1 attack and +1 life.
Draw +1 card during the Draw step.

Reveal all enemy units in this battlefield.

Draw +2 cards during the Draw Cards step for each Farm in your territory.

     

Replaces Town Hall.
Your Peasants gain “Melee: Attacks ground”, +1 attack,+1 life and can use Swords.
Draw +2 cards during the Draw phase.

Range: Attacks ground and air.
Replaces a Scout Tower.
Reveal all enemy units in this battlefield.

May link with Arcane Sanctum.
Your Human Towers negate enemy invisibility. Guard Towers are fast speed and Cannon Towers are normal speed.

     
 

Replaces Keep.
Your Peasants gain “Melee: Attacks ground”, +1 attack,+1 life and can use the Swords and Plating upgrades.
Draw +3 cards during the Draw phase.

Slow range: Siege attacks ground with 1 splash.
Replaces a Scout Tower.
Reveal all enemy units in this battlefield.

 
     

Your Footmen, Knights and Gryphon Riders gain +1 attack.

Your Footmen, Knights, Gyrocopters and Steam Tanks gain +1 armor.

All of your Human buildings get +1 armor and cannot be damaged by normal range attacks.

     

Replaces Iron Forged Swords.
Your Footmen, Knights and Gryphon Riders gain +2 attack.

Replaces Iron Plating.
Your Footmen, Knights, Gyrocopters
and Steam Tanks gain +2 armor.

Replaces Improved Masonry.
All of your Human buildings get +2 armor and cannot be damaged by normal range attacks.

     

Replaces Steel Forged Swords.
Your Footmen, Knights and Gryphon Riders gain +3 attack.

Replaces Steel Plating.
Your Footmen, Knights, Gyrocopters and Steam Tanks gain +3 armor.

Replaces Advanced Masonry.
All of your Human buildings gain +3 armor and can only be damaged by seige attacks.

     

Your Riflemen, Gyrocopters, Mortar Teams and Steam Tanks gain +1 attack.

Your Riflemen, Mortar Teams and Gryphon Riders gain +1 armor.

May link with another Barracks.
Your Footmen cannot be damaged by normal range attacks (does not protect against magic and siege damage).

     

Replaces Black Gunpowder.
Your Riflemen, Gyrocopters, Mortar Teams and Steam Tanks gain +2 attack.

Replaces Studded Leather.
Your Riflemen, Mortar Teams and Gryphon Riders gain +2 armor.

May link with another Barracks.
All your Riflemen in the 2nd row gain “Fast range”.

     

Replaces Refined Gunpowder.
Your Riflemen, Gyrocopters, Mortar Teams and Steam Tanks gain +3 attack.

Replaces Reinforced Leather.
Your Riflemen, Mortar Teams and Gryphon Riders gain +3 armor.

May link with another Barracks.
Your Knights and Gryphon Riders gain +1 life when revealed. (Does not affect units already in play).

     
 

May link with another Workshop.
Instead of attacking air, your Gyrocopters can siege attack ground for 1 damage (upgrades with Gunpowder).

May link with another Workshop.
Your Mortar Teams reveal all enemy units in all areas.

 
     

Draw a card when you play a Human building.

Replaces Improved Harvesting.
Draw a card when you play a Human building. Upgrading a Human building does not count as 1 of your placements.

During the Resurrect Heroes phase, you may draw a Human hero from the discard pile into your hand.
(You do not need to wait one turn).

     
Melee: Attacks ground.
Melee: Attacks ground.
Melee: Attacks ground.

Mountain King Hero.
Starts the game with Bash: Level 1.

Mountain King Hero.
Starts the game with Storm Bolt: Level 1.

Mountain King Hero.
Starts the game with Thunder Clap: Level 1.

     

Attach to Mountain King.
Mountain King gains +1 attack.

Attach to Mountain King.
Instead of attacking, do 1 siege or magic damage to any enemy target in this battlefield.

Attach to Mountain King.
Gain an additional fast melee attack: “All enemy ground units in the front row of this battlefield receive 1 magic damage”.

     

Replaces Bash: Level 1.
Gain +1 attack.
Mountain King may attack any enemy target in the front row, even if he is blocked.

Replaces Storm Bolt: Level 1.
Instead of attacking, do 2 siege or magic damage to any enemy target in this battlefield.

Replaces Thunder Clap: Level 1.
Gain an additional fast melee attack: “All enemy ground units in the front row receive 1 magic damage and a Slow token until the end of combat”.

     

Replaces Bash: Level 2.
Gain +1 attack.
Mountain King may simultaneously attack two enemy targets in the front row.

Replaces Storm Bolt: Level 2.
Instead of attacking, do 3 siege or magic damage to any enemy target in this battlefield.

Replaces Thunder Clap: Level 2.
Gain an additional fast melee attack: “All enemy ground units in this battlefield receive 1 magic damage and a Slow token until the end of combat.”

     
Melee: Attacks ground.
Melee: Attacks ground.
Melee: Attacks ground.

Paladin Hero.
Starts the game with Devotion Aura: Level 1.

Paladin Hero.
Starts the game with Divine Shield: Level 1.

Paladin Hero.
Starts the game with Holy Light: Level 1.

     

Attach to Paladin.
All units in this area gain +1 armor.

Attach to Paladin.
The Paladin prevents all damage and ignores all effects caused by the first attack on him this turn.

Attach to Paladin.
If a non-mechanical unit in this area (other than the Paladin) receives damage, prevent the damage. Use only once per turn.

     

Replaces Devotion Aura: Level 1.
All units in this area gain +2 armor.

Replaces Divine Shield: Level 1.
The Paladin prevents all damage and ignores all effects caused by the first two attacks on him this turn.

Replaces Holy Light: Level 1.
If a non-mechanical unit in this area (other than the Paladin) takes damage, prevent the damage. Use up to two times per turn, but only once per unit.

     

Replaces Devotion Aura: Level 2.
All units in this area gain +3 armor.

Replaces Divine Shield: Level 2.
The Paladin prevents all damage and ignores all effects caused by the first three attacks on him this turn.

Replaces Holy Light: Level 2.
If a non-mechanical unit in this area (other than the Paladin) takes damage, prevent the damage. Use up to three times per turn, but only once per unit.

     
Range: Magic attacks ground and air. Range: Magic attacks ground and air. Range: Magic attacks ground and air.

Archmage Hero.
Starts the game with Blizzard: Level 1.

Archmage Hero.
Starts the game with Brilliance Aura: Level 1.

Archmage Hero.
Starts the game with Water Elemental: Level 1.

     

Attach to Archmage.
Instead of attacking, Archmage may do 1 magic damage to each enemy unit in the front row of this battlefield.

Attach to Archmage.
In addition to a main attack, all magic units in this area gain a second attack at slow speed.

Attach to Archmage.
Stack a Water Elemental token on top of Archmage at the end of the Place Cards step. Remove the Water Elemental token at the end of combat.

     

Replaces Blizzard: Level 1.
Instead of attacking, Archmage may do 1 magic damage or 1 siege damage to each enemy card in the first 2 rows of this battlefield.

Replaces Brilliance Aura: Level 1.
In addition to a main attack, all magic units in this area gain a second attack at normal speed.

Replaces Water Elemental: Level 1.
Stack a Water Elemental token on top of Archmage at the end of the Place Cards step. Remove the Water Elemental token at the end of combat.

     

Replaces Blizzard: Level 2.
Instead of attacking, Archmage may do 2 magic damage or 1 siege damage to each enemy card in this battlefield.

Replaces Brilliance Aura: Level 2.
In addition to a main attack, all magic units in this area get a second attack at fast speed.

Replaces Water Elemental: Level 2.
Stack a Water Elemental token on top of Archmage at the end of the Place Cards step. Remove the Water Elemental token at the end of combat.

     

Attach to a level 3 or higher Mountain King.
Mountain King gets +3 attack and +3 armor.

Attach to a level 3 or higher Paladin.
When a non-mechanical unit dies, place it on the bottom of your draw pile.

Attach to a level 3 or higher Archmage.
After Archmage attacks you may move him to an empty unit slot in the other battlefield, or have him switch places with a friendly unit in the other battlefield.