Lista Zdolności¶
Name | Effect | Effect | Content |
---|---|---|---|
Air Magic | +1 for spells from School of Air Magic. | While casting from the School of Air, you can discard this card, then gain +3 . | Tower Expansion (2) |
Archery | During this Combat round, your Ranged units gain +1 if the target is a non-adjacent unit. | Until the end of the next Combat round, your Ranged units gain +1 and +1 if the target is a non-adjacent unit. | Core Game (2) |
Armorer |
+1
Then draw 1 card. |
+2
Then draw 1 card. |
Core Game (2) |
Artillery | Deal 1 to an enemy unit with the lowest . | When using the Ballista card, resolve its effect against the same target 3 times. | Rampart Expansion (2) |
Ballistics |
Play this card during a siege. Destroy 1 Wall or Gate. |
Play this card during a siege. Destroy the Arrow Tower. |
Inferno Expansion (2) |
Diplomacy | For every Dwelling you have, draw 1 corresponding Neutral Unit card. You can Recruit one of these units if you its Recruitment cost. | Skip Combat with Neutral Units on a field whose Field Difficulty is equal to your Hero's level. Visit the field. This Hero gains no . | Core Game (2) |
Eagle Eye | Draw cards from the Spell deck until you find a Basic Spell card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. | Draw cards from the Spell deck until you find an Expert Spell card. Take it into your hand or discard it. Reshuffle the rest of the cards back to the Spell deck. | Fortress Expansion (2) |
Earth Magic | +1 for spells from School of Earth Magic. | While casting from the School of Earth, you can discard this card, then gain +3 . | Tower Expansion (2) |
Estates | Gain 3 . | Gain 6 . | Core Game (2) |
Fire Magic | +1 for spells from School of Fire Magic. | While casting from the School of Fire, you can discard this card, then gain +3 . | Tower Expansion (1) |
First Aid | Remove 1 from one of your units. | When using the First Aid Tent card, resolve its effect against the same target 3 times. | Rampart Expansion (2) |
Intelligence | During Combat, before any unit activates, play a Spell card. You can still only play a Spell card during a Combat round. | During Combat, before any unit activates, play a Spell card. This spell does not count toward your spell limit per Combat round. | Core Game (2) |
Interference | 🚧 | 🚧 | Cove Expansion (2) |
Leadership | Gain a token. |
Draw 2 cards. Then, gain a token. |
Core Game (2) |
Learning | Play when the Hero is about to level up. Advance their Level by an additional half level. | Play when the Hero is about to level up. Advance their Level by an additional level, then Remove this card. | Fortress Expansion (2) |
Logistics | At the end of your turn, move your Hero's model to an adjacent empty field. | Your Hero gains +1 Movement. | Core Game (2) |
Luck | You can reroll a Treasure die and a Resource die once during this turn. | You can reroll any die once during this turn. | Core Game (2) |
Mysticism | Play this card immediately after casting a spell. Instead of discarding the Spell card, take it back into your hand. | Play this card immediately after casting a spell. Instead of discarding the Spell card and all other cards player together with it, take them back to your hand. | Core Game (2) |
Necromancy | Play after winning Combat other than Quick Combat. You can Reinforce a or unit of your choice for half the cost (rounded down). | Play after winning Combat other than Quick Combat. You can Reinforce any unit of your choice for half the cost (rounded down). | Core Game (2) |
Offense |
+1
Then draw 1 card. |
+2
Then draw 1 card. |
Core Game (2) |
Pathfinding | This turn, your Hero can move through fields with Neutral Units and Enemy Heroes, but if they end their movement in one of these fields, Combat begins. | Your Hero can move over the yellow border and blocked fields, but cannot end movement on them. | Tower Expansion (2) |
Resistance | Play this card immediately after the enemy casts a spell. If the spell was cast with 1 or less, ignore the Spell card's effect. | Play this card immediately after the enemy casts a spell. Ignore the Spell card's effect. | Core Game (2) |
Scholar | Choose 1 card from your discard pile and add it to your hand. | Remove up to 2 Statistic cards from your hand or discard pile. Take up to 2 different Empowered Statistic cards and put them on top of your discard pile. Remove the Scholar. | Inferno Expansion (2) |
Scouting | Play this card before taking a Search action, then do Search(3) instead. | Play this card before taking a Search action, then do Search(5) instead. | Tower Expansion (2) Inferno Expansion (1) |
Sorcery |
+1
Then draw 1 card. |
+2
Then draw 1 card. |
Core Game (2) |
Tactics | At the start of Combat, you can switch the position of any 2 of your units. | During Combat, you can switch the position of any 2 of your units. | Core Game (2) |
Water Magic | +1 for spells from School of Water Magic. | While casting from the School of Water, you can discard this card, then gain +3 . | Tower Expansion (2) |
Wisdom | The cost of buying spells in this Town is reduced by 2 . When buying spells from your Magic Guild, do Search(3) instead of Search(2). | The cost of buying spells in this Town is reduced by 2 . When buying spells from your Magic Guild, do Search(4) instead of Search(2). | Core Game (2) |