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The Dragon Awakens

Add a Dragon piece to any unoccupied


square. The dragon can move like a
Queen, but only 3 squares at a time. The
Dragon can also fly over adjacent pieces
when moving, in the same manner as a
Knight. If a dragon captures an opposing
piece, one additional enemy piece
adjacent to the targeted piece can also
be captured.
Play this card on your turn, instead of
making a regular move.

Armor of the Dragon King

Choose any piece in play. The piece may


now avoid capture by discarding the
Armor of the Dragon King card. The
capturing piece is moved adjacent to any
empty square to the targeted piece. If no
adjacent square is available, the
capturing piece is removed from play.
Pieces captured by card effects like
Rooked, are not protected by this card.
Play this card immediately after your
turn. Continuing Effect.

Angel of Sunrise

Add an Angel piece to any unoccupied


square. The Angel can move like a
queen, but only 3 squares at a time. The
Angel can also fly over adjacent pieces
when moving, in the same manner as a
Knight. An Angel can be placed on any
empty square, anywhere on the board,
instead of moving normally. This
movement can cause check, but not
checkmate.
Play this card on your turn, instead of
making a regular move.

Balor The Demon Lord

Add a Demon piece to any unoccupied


square. The demon can move like a
Queen, but only 3 squares at a time. The
Demon can also fly over adjacent pieces
when moving, in the same manner as a
Knight. Instead of moving normally,
the demon can force all enemy pieces
adjacent to one of the Demons sides on
the same rank and file, to move 1 square
in any direction. This ability can only be
used if any empty square is available.
Play this card on your turn, instead of
making a regular move.

Cataclysm

All Pawns are removed from play. Any


"augmented' Pawns, such as Crab are
removed as well.
Play this card on your turn, instead of
making a regular move.

Call to Arms

Add 1 or 2 new pawns to any unoccupied


squares on the 2nd Rank.
Play this card on your turn, instead of
making a regular move.

Leprosy

Target Bishop or Rook can only move 5


squares at a time. Target piece loses one
square of movement each turn until it
reaches zero moves. Piece is removed from
play and is considered dead. Any capturing
or captured piece (except a pawn or a
Knight) becomes diseased and is subject to
the same effects.
Play this card on your turn, immediately
after your move.

Forest

Add 3 forest markers to any unoccupied


squares. Squares with a forest marker
cannot be entered by any piece, except
for a pawn.
Play this card immediately after your
turn. Continuing Effect.

Fortress

Add 3 fortress markers to any


unoccupied squares. Squares with a
fortress marker cannot be entered by
any piece, except by pieces that are able
to jump such as a knight.
Play this card immediately after your
turn. Continuing Effect.

Swamp

Add 3 swamp markers to any


unoccupied squares. Any piece entering
a square with a swamp is captured on
a D6 roll of 1. Kings are immune to
this effect.
Play this card immediately after your
turn. Continuing Effect.

Lake

Add 3 lake markers to any


unoccupied squares. Squares with a
lake marker cannot be entered by
any piece.
Play this card immediately after your
turn. Continuing Effect.

Assassin at Court

Add an assassin piece to any


unoccupied square. The assassin
does not move normally, but can be
moved in the same manner as the last
piece moved by your opponent.
Play this card on your turn, instead of
making a regular move.

Death Ray

Choose a Bishop or Wizard in play.


The selected piece can target any
enemy piece, except for a king, up
to 2 squares away. The enemy piece
is considered captured, and is
removed from play.
Play this card on your turn, instead of
making a regular move.

Time Walk

Take an additional turn after this


one. You may not check mate on
the extra turn.
Play this card immediately after your
turn.

Vertigo

All pawns now capture by moving


forward or backward.
Play this card immediately after your
turn. Continuing Effect.

Abyss

Designate a 2x2 square on the board.


A bottomless pit is added to the board,
any piece moving into or over this
area is considered captured.
Play this card immediately after your
turn. Continuing Effect.

Lobotomy

Remove and discard 2 random cards


from your opponents hand. Opponent
cannot draw any new cards, until after
the end of his next turn.
Play this card immediately after your
turn.

Desert

Add 3 desert markers to any


unoccupied squares. Any piece entering
a square with a desert marker, must
move out of the square on its next move
or be capture. Kings are immune to
this effect.
Play this card immediately after your
turn. Continuing Effect.

Move with the Shadows

Target piece becomes invisible if it sits


on a square of its same color. ie: white
is invisible on white, and black on black.
This invisible piece cannot be targeted
or captured.
Play this card immediately after your
turn. Continuing Effect.

Holy Vision

Target Bishop becomes a High Priest.


A High Priest moves as a King or a
Bishop.
Play this card immediately after your
turn. Continuing Effect.

Berserk

Target Knight may move any number


of times in the same general direction.
Left or right, forward or backwards,
but may only capture on its last move.
A King cannot be captured with this
card.
Play this card on your turn, instead of
making a regular move.

Metamorphosis

All pieces now have the ability to merge


with one other friendly piece if they are
able to make a legal move into another
pieces square. These new pieces now
gain the ability to move as either piece.
If the square that both pieces are
occupying is taken, both pieces are lost.
Play this card immediately after your
turn. Continuing Effect.

Diabolical Tutor

Take the top 20 cards off of your deck


or shared deck. Chose one of these
cards and put it into your hand.
Reshuffle the extra cards back into the
deck.
Play this card immediately after your
turn.

Meteor Storm

Using 2 hands, flip Meteor Storm


onto the playing area from a height
of at least 1 foot. Meteor Storm must
turn completely over at least once or
It is discarded without effect. Any pieces,
except for a king, touched by Meteor
Storm are considered captured.
Play this card on your turn, instead of
making a regular move.

Stasis

When Stasis is played, randomly


determine a type of piece each turn
by rolling 1D8
1 Pawn, 2 Knight, 3 Bishop, 4
Wizard, 5 Champion, 6 Rook, 7
Queen, 8 active player chooses.
Pieces of the choosen type may not move
this turn.
Play this card immediately after your
turn. Continuing Effect.

Fog of Battle

Select a 4 X 4 square area and mark it.


Any pieces that move over or land on these
squares can only move 1 square in chosen
direction.
Play this card immediately after your
turn. Continuing Effect.

Black Knight

Chose any Knight in play. The selected


Knight becomes a Black Knight. The
Black Knight can move as a Knight or
as a Rook. Movement as a Rook is
limited to 3 spaces in a row.
Play this card immediately after your
turn. Continuing Effect.

Spider Legs

Designated piece may move 8 squares


in any direction and combination, but
may not capture on its move or place a
King in check.
Play this card on your turn, instead of
making a regular move.

Holy Strength

Chose any piece in play. When the piece


makes a successful capture, it is
Promoted to a more powerful piece.
The order of promotion is:
Pawn > Knight > Bishop > Rook > Queen.
Play this card immediately after your
turn. Continuing Effect.

Unholy Ground

Choose any unoccupied square on the


center rank and mark it. Place a
skeleton warrior marker on any adjacent
square, closest to the nearest piece. If
there are multiple pieces that are the
same distance, roll a die to determine
placement. The skeleton moves and
captures like a king towards the nearest
piece each turn. If the skeleton is
captured, a new skeleton will be placed
next to the Unholy Ground marker on the
next turn.
Play this card immediately after your
turn. Continuing Effect.

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