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This is an unpublished card game based on Blizzard's Warcraft III computer game.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...) |
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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. |
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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. |
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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”. |
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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”. |
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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)”. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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). |
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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”. |
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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). |
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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. |
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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). |
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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. |
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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”. |
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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”. |
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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.” |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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