Each player starts with 40 points to assemble their army.
1. D Class Pawns: 2 points
2. D Class Scavenger: 2 points
3. D Class Swarmer: 2 Points
4. D Class Miner: 2.5 points
5. D Class Striker: 2.5 points
6. D Class Defender: 2.5 points
7. D Class H-Pawn: 2.5 points
8. D Class Invader: 2.5 Points
9. D Class Fluxuator: 3 points.
10. C Class Alpha Pawn: 3 points
11. C Class Power Pawn: 3 points
12. C Class Arcane Eater: 3.5 points
13. C Class Raider : 3.5 Points
14. C-B Class Cobra: 3.5 Points
15. C-B Class Hermit: 4 Points
16. C-B Class Stalker: 4 points
17. C-B Class Morpher: 4 points
18. C-B Class Raptors: 4 points
19. C-B Class Predator: 4.5 points
20. B Class Witch Doctor: 5 points
21. B Class Reaper: 5 points
22. B Class Bishop: 5 points
23. B Class Bull: 5 points
24. B Class Rook: 5 points
25. B Class Guard: 5 points
26. B Class Gladiator: 5 Points
27. B Class Knight: 5 points
28. B Class Card-Mancer: 5 points
29. A-B Class Gargoyle: 6 points
30.A-B Class Spade: 8 points
31. A Class Goliath: 10 points
32. A Class Queen: 10 points
33. B-A Class Alpha Bishop: 7 points
34. B-A Class Alpha Rook: 7 points
35. B-A Class Alpha Knight: 7 points
36. A Class Dragoon: 10 points
37. A Class Modifier/Enchanter: 10 points
38. S Class Alpha Queen 14 points
39. S Class Sage: 15 points
40. S Class Tarantula: 15 points
41. S Class Colossal/Titan - 16 points
Pawn = 1.5 KP
Scavenger = 1.5 KP
Swarmer = 1.5 KP
H-Pawn = 1.5 KP
Miner = 2.0 KP
Invader = 2.0 KP
Defender = 2.0 KP
Striker = 2.0 KP
Fluxuator = 1.5, 2.25, 3 KP
A-Pawn = 2.25 KP
Power Pawn = 2.25 KP
Knighted (H-Pawn) = 2.25 KP
Arcane Eater = 2.25, 3, 6 KP
Cobra = 3 KP
Hermit = 3 KP
Morpher = 3 KP
Raptors = 3 KP
Predator = 3 KP
Stalker = 3 KP
Paladin = 3 KP
Witch Doctor = 3 KP
Reaper = 3 KP
Bishop = 3 KP
Bull = 3 KP
Rook = 3 KP
Knight = 3 KP
Guard = 3 KP
Gladiator = 3 KP
Card-Mancer = 3 KP
Gargoyle = 5 KP
Spade = 6 KP
Goliath = 6 KP
Queen = 6 KP
Alpha Bishop = 6 KP
Alpha Rook = 6 KP
Alpha Knight = 6 KP
Dragoon = 6 KP
Modifier = 6 KP
King = 10 KP
Alpha Queen = 14 KP
Sage = 14 KP
Titan = 15 KP
Tarantula = 15 KP
D to C (including B/C) class pieces can be placed in the front row at the start of the game. [Row D for player 1, and Row N for player 2]
B (excluding B/C) to A class pieces must be placed in the back row. [Row C for player 1 and Row M for player 2]
Obstructions are randomly placed at the start of the game after armies are assembled.
Total obstructions: 20
12 obstructions are generated at the start of the game. 8 obstructions in the center playing field (outer bold square). 4 obstructions in the areas on either side of the center playing field.
Turn sequence:
1. Player receives their special ability if applicable.
2. Player must choose to draw or discard a card in exchange for a point.
3. Player has 2 movement and 2 actions each turn.
4. Each player has 45 seconds for their turn.
Total cards: 357 (note* 357/3=119)
3 decks of 97 cards are created, only 2 decks are to be used. Player that wins the dice roll chooses their deck first.
Both players receive 2 hidden cards placed face down. Hidden cards are used when substituting drawn positive or neutral cards.
You can only store 1 positive card (unless an ability or card says otherwise) and have 1 active card.
You can use stored cards at any given time unless, it is targeted.
Active cards are used at the next available opportunity. This varies based on the circumstances in the game.
Only certain stored cards can be used in the middle of battle or after battle was initiated.
At the beginning of your turn, you can either draw a card to use it, or discard a card and store a point. If you choose to discard a card, you can add a spawn, strike, guard, movement or action. (max 20 points per game)
If the drawn card CANNOT be used, you may use a hidden card in its place or resume your turn. This can only happen once per turn.
Pieces spawned with spawn points cannot be used the same turn it was spawned.
To gain additional points you cannot have any cards stored or active. special abilities do not apply.
If you have a positive card stored or an active card, you have to continue to draw cards (cannot choose to discard a card to gain additional points.
You can only have one positive stored slot, one active slot and one special abilities slots
Spawn points add an additional spawn, strike points add 1+ on dice rolls, guard points add 1+ on defending piece, Action points add an additional action point available for use.
Movement point adds an additional movement point available for use. Spawn points add an additional spawn point
Strike points add +2 pre roll and +1 post roll on attacking dice roll
Guard points add +1 on defending rolls pre or post.
You gain 2 movement points and 2 action points at the start of the turn (does not stack).
There are 3 different types of cards. Negative, Positive and Neutral.
All negative cards are active (MUST BE USED) at the beginning of the turn.
To destroy an obstacle, you must roll a 6-24 (1-5 it is not destroyed)
once every 10 turns an obstacle is placed on the board.
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You gain this Ability at the start of each Game, and an additional one every total 20 KP. This does not consume any KP
Braced for Combat: Can only use this ability once per game, per piece. Roll an additional 6 sided dice offense or defense. This ability is used before battle.
Whoever declares Braced for combat first will use the effect and the opponent is unable to use brace for that particular battle.
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Losing a battle on the offence takes half the damage of the pieces AD.
Battle: To engage in battle one piece must attack another- when this happens defending rolls always go first.
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Stats: 2 HP, 2 AD
Spawn Points: 2
KP Worth: 1.5
1 space = 1 movement point
Attack = 1 AP
Offense Roll: D24 dice +1 & 6 dice
Defense Roll: 24 -1 Defense
Low Carbs: This piece only grants .5 HP if killed.
This piece takes the space of a piece if it kills it.
Move with the base (first 3 lines) can move 3 space and take up 2 movement points
Attack in any direction adjacent to them.
Overtakes opponent's space if piece is destroyed
This piece starts off with a onetime only ability, Leap: This piece can leap past one square in any direction adjacent to it.
Premature Evolution Costs 3 KP: into a C class piece. This piece is fully healed in the process.
Cost 6 KP: evolve pawn into a B class piece.

Stats: 2 HP 3 AD
Spawn Points: 2
KP worth = 1.5
Movement: 1 for 1 MP
Opportunistic strike: D24 & 2 D6. Attack 2 AP 3 AD: This attacks in a + up to 4 squares adjacent to it. When the attack is declared, this piece is moved to the square in front of its target (obstructions EXCLUDED).
This piece CANNOT attack full HP units. If this piece successfully lands an attack on the unit. All scavengers (and upgraded ones), reduce the defending pieces roll by rolling 2 D6. If the piece regains full hp this effect is lost until another successful attack by a scavenger.
3 KP: Pick the Bones: If this piece successfully slays another – pick a piece of yours and heal it by 1 hp.
5 KP: Royal offering: Pick the bones now can affect your king.
8 KP: Circling Death: The next time this piece attacks you can choose to activate this effect. Instead, of attacking – it is removed from the field (Does not count towards unit count) and attached to the piece it declared the attack on. If that piece goes 3 HP or below The Scavenger immediately slays it at the start of your turn when available. If this is used on a piece that has only 3 HP it is slain on your turn. The Scavenger appears where it killed the piece.
If the piece is killed by anything else – The Scavenger appears on the square that the piece died.

Stats: 2 HP, 2 AD
Spawn Points: 2
KP Worth: 1.5
Attacking in immediate squares adjacent. If this piece slays another, it takes the space along with any additional swarmer occupying the same square.
This piece takes one MP to move 1 square. If within base, it can move 1-2 squares for 1 MP or 3 for 2 Mp.
Takes 2 AP to attack
Offense Roll: D24 & 6-sided dice +1
Defense Roll: 24-1
These Pieces Can occupy the same square as one another, up to 4 pieces total.
SQUAD UP: Each additional swarmer occupying gains + 1 additional on their dice roll on defense and offense, reduces necessary action point to attack by half for a maximum of 0.25. Furthermore, each consecutive attack done by a different swarmer does not gets it AD halved.
3 KP: Assimilated Combat: This Swarmer can occupy the squares of any allied piece for the same effects as squad up.
6 KP: This piece each time it kills another it spawns a fellow swarmer on the square it is. Additionally, it can use 2 AP to move anywhere within a 5 square radius to an allied piece and gains squad up.
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Stats: 4HP, 1AD
Spawn Points: 2.5
KP Worth: 2
Movement: 1 MP for 2 squares adjacent to piece.
Attack: 1 AP
Offense Roll: D24+1 & 1 D6
Defense Roll: D24 -1
Chisel: Attacks in squares adjacent to this piece.
Takes 2 AP to attack
Offense Roll: D24 & 6-sided dice +1
Defense Roll: 24-1
Laborer: This piece after successful attack on an obstruction refunds the AP spent on the attack. Additionally, any stacked obstruction does not increase the amount required to break it down by this piece. Any treasure picked up by this piece can instead be “Looted” and “Unburdened” for other pieces to use. When this piece breaks an obstruction, for the remainder of the turn the attack roll on an obstruction decreases by 5. This stacks and is reset upon next turn.
Loot: Any obstruction destroyed by this piece gets stored as kills, up to a maximum of 3. After it stores any number of obstructions as kills this pieces Movement changes to 1 Mp for 1 and 2 MP for 2-3.
1AP Unburden: Choose a piece adjacent to this piece, remove all loot and give chosen piece kills equal to the amount stored. Note: Loot cannot be split or only one at a time unloaded. Original movement is restored once unburdened. This piece cannot use this ability on itself.
Pristine Find 3 KP: Roll a D6 if you roll a 1-3 a weapons mound gets Looted if you roll 3-6 Golden Armor gets added to its Loot. Once unburdened the chosen piece gains the treasures effect. This effect can only be used once.
Gem Collector 6 KP: Any time this piece Unburdens remove the total turns for your special ability by the amount of loot gained. If you have a passive enables use of another passive of your choosing for the amount of turns equal to the loot unburdened.
Note: If this is used and the special ability slot is still occupied regular rules applied and the special ability is lost.
9 KP: Pick between 2 options.
One Man’s Trash: When activated select any card from your discard pile to use. This effect can only be used once.
Master Artisan: When unburdened depending on the amount of loot, gain a total of that amount as out-of-stock points in whichever point you wish.

Stats: 2.5 HP, 1.5 AD
Spawn points: 2.5
KP Worth: 2
This piece moves 2 spaces for 1 MP
1 AP to attack
Offense Roll: D24+1 & 1 D6
Defense Roll: D24 - 1
Benefits x2 from strike points invested in an attack Only on opponents’ side of the field. Target must be placed on opponents’ side of the field to gain the effect.
Anytime this piece uses an additional strike point it gains .5 AD for a maximum amount of 3 AD. E.g. adding 3 strike points or above to this piece gives it 3 AD. This is affected by any additional attacks and is halved from the total. ex. 2nd attack will reduce this to 1.5 AD if 3 strike points or more are used.
Defense Integration: If this piece moves to any of the two starting lines on your side of the board it can change itself to a Defender at no cost. This piece retains all status effects, KP and converts % of HP to the new max. e.g. 2 HP/2.5 would be 2.8/3.5
3 KP: As long as this piece is on the field it generates one strike point that can only be used on the turn it is gained. It cannot be stored, nor is it taken from max stock.
6 KP: This effect can only be used during your turn. When activated this piece converts itself into a homing missile becoming untargetable by any attacking piece. The player chooses a square in an 8-block radius from its position (hidden from your opponent), at the end of the opponent’s next turn it launches itself to the square, and if there are any pieces in the square, they take a total of 5 damage amplified by 1 for each additional strike point used on this effect. (The 3 kp strike point is lost at the end of players’ turn so it can NOT be used for this effect). If this effect destroys any of the opponent’s piece, it cannot be brought back by any effect including cards, special abilities or pieces effects. (Ex. Queen cannot turn into its phoenix egg).
After landing whether it destroys a piece or not it loses all of its kill streak and KP and lands on the chosen square. (King is immune to the damage of this effect)

Stats: 3.5 HP, 1 AD
Spawn Point Cost 2.5
KP Worth: 2
This piece moves 2 spaces for 1 MP
1 AP to attack
Offense Roll: D24+1 & 1 D6
Defense Roll: D24 - 1
This piece rolls with a 24 dice on defense -1, Additionally This piece does not suffer the -1 penalty of defending while on own side of the field
Benefits x2 from guard points from own side of the field. Target must be placed on your own side of the field to gain the effect.
Offense Integration: If this piece reaches the two last starting lines on the opponent’s side of the board it can change itself to a striker at no cost. This retains all status effects, defend points is converted to kp and it gains max HP as long as it is above 2.5 HP.
This piece does not get Kill points, instead it gets successful defend points all is converted to KP if it is turned into any other piece. And any KP is converted to defend points if it is turned into this piece.
3 Successful defending points: As long as this piece is on the field it generates one guard point that can only be used on next opponents turn. It cannot be stored, nor is it taken from max stock.
5 Successful defending points: This piece can be substituted if another piece of yours is to be destroyed or targeted by a card, effect etc. Taking on the full action instead. It cannot roll or defend itself if this effect is used.
This effect cannot be used on a king.

Stats: 1.5 HP, 1 AD
Spawn Points: 2.5
KP Worth: 1.5
Stinger: If this piece successfully does damage to a piece, the piece cannot heal for the next 3 turns.
Movement: 1 Space 1 movement, no movement bonus within base.
Attack: 1 AP
Offense Roll: D24+1 & 1 D6
Defense Roll: D24 - 1
1 AP Taze: Attack takes 1 attack point. Attack in any direction adjacent to H Pawn. D24 sided dice +1 & 6 sided dice
Special Skill #1: Heal Spell
Takes up 2 AP and heals a singular piece directly 3 squares in front of it by 1. Ex: Power Pawn has 3/4 HP, it heals it to 4/4. This piece cannot use heal spell on itself.
Special skill #2: Cure/Tame
Takes up 4 AP and removes any and all effects on a single piece that needs to be directly 3 squares in front of it.
This can be used to revert Morphers or turn an Abominable Titan to a regular Titan with the retained kills.
If this is used on a Monster it can control it as your own piece, it retains HP and abilities. However, to do this the monster must be less than half HP, If it is a dragon it must be at 2 HP or less.
Special Skill #3: Soul Drain: Takes 3 AP, can be used 2 squares in a +.
When used on a piece it takes kills from the chosen piece, by the amount rolled on the 6-sided dice.
Spell Points: This piece accumulates spell points every time it uses a spell. 1 spell point per spell.
5 Spell Points: Heal Spell costs 1 attack point, cure costs 3 AP and soul drain costs 2 AP Enables Self Heal. 10 Spell Points: Can now heal or cure any pieces in any direction within sight to it in a +. Furthermore, cure costs 2 AP and soul drain 1 AP.
3 KP: This piece is now considered a C class: Knighted: This piece gains +2 HP and + 2 AD. This piece rolls like a Power pawn or an Alpha pawn of your choice. Movements are changed to 1 space = 1 movement point, 2-3 = 2 movement points.
6 KP: This piece is now considered a B class: Paladin: This piece for an attack, rolls as a knight and has an escape (1,10,15). Its movements are also as a knight. However, it still attacks as an H pawn. (Squares adjacent to it) This does not interfere with its ability for Spells.

Stats: 1.5 HP, 1AD
Spawn Points: 2.5
KP Worth: 2
Movement: 1-3 for 2 MP
Defensive Roll: 2 D6 -1.
Attack A: D24 + D6x2 /2AP 1 AD
Brain Zap: Attacks in a + and an x unlimited range.
Attack B: D24+D6x2 / 2AP
Mind Invasion: Select a target (S, A, B, C, D) in a x or + unlimited range. If this piece lands this attack it does not do any damage, instead it activates one of two effects. This attack must land three times on an S class for the effect to take place. The effect is based on the last attack used to land.
Effect 1: If Mind Invasion successfully lands in a + it disables the targets ability to gain kills.
Effect 2: If Mind Invasion successfully lands in a x it disables the targets ability to use any specific skills outside of any standard attacks. Any and all attacks lose any special effects tied to the attack.
Kings are immune to both these effects.
e.g. Disables stinger effect on H-Pawns attack.
All Mind Invasion effects and pieces affected are disabled if this piece is slain, removed off the board, incapacitated etc.
Only one Mind Invasion effect can be in effect to the targeted piece at once.
4 KP Brain Numb: A successful Mind Invasion in a + instead of disabling, transfers any future kills to a chosen piece of yours. As long as your chosen piece is alive this effect cannot be changed to another piece.
A successful Mind Invasion in an X disables the piece from benefiting from any cards or special abilities in addition to the original effects.
8 KP Lobotomizer: Mind Invasion now works on S classes with one successful attack. Any piece affected by Mind invasion and afterwards a Successful Brain Zap gets their HP Halved. Kings are immune to this. Targeted pieces cannot be reduced past 1 HP. This negates the 1 damage on the brain zap, however if the piece is already at 1HP the piece is destroyed instead. This ability due to it being an effect- does not get its effect reduced by consecutive attacks.

Stats: 2 HP, 2 AD
Spawn Point Cost 3
KP Worth: 1.5, 2.25, 3
This piece spawns as a D class piece. This piece takes 1 AP to attack in any immediate square in a plus or an X chosen at the start of turn/spawn.
This piece takes 1 MP to move 1 square.
Offense Roll: D24+1 & 1 D6
Defense Roll: D24 - 1
Flux Capacitor: Every 5 turns of yours that passes, at the start of the next turn this piece gains the following effects…
First 5 turns: It gains 1 AD, 1 HP Additional. And is now considered a C class piece and gives 2.25 kills if slain.
10 Turns: It takes 1 MP to move 1-2 Squares, and 2 MP to move 3-4. Additionally, it rolls a 30-sided dice instead of a 24 on both defense and offense. This piece is now considered a B class piece and gives 3 kills if slain.
15 Turns: It reduces opponents’ defensive roll at the start of the roll by a six-sided dice that it rolls for every 1 it removes 2.
3 KP: Forced Transfusion: You steal 2 points from your opponent, if they do not have any, it takes from the max point stock to whichever place you want.
6 KP: When this piece engages in battle, it siphons 1 AD against the piece it is attacking.
Stats: 3 HP, 2 AD
Spawn Point Cost 3
KP Worth: 2.25
2 AD 1 AP If this piece rolls a 19 or higher on the dice it does 1 additional damage (This is not halved by consecutive attacks).
At the start of the game player can pick to attack in a Plus or in an X
If this piece kills another piece in immediate range, it moves to the square of the destroyed piece.
Move 1 space = 1 movement point
Move 2-3 space = 2 movement points
attack: 1 AP
Offense Roll: D24+5
Defense Roll: D24 -1
Can only attack the 2 spaces in either the cross or X range.
6 KP Battle Master: Can attack both in a cross and X, additionally it receives + 1 on attacking dice rolls when in immediate range, and +1 on defense. Furthermore, this now needs a 15 or higher to critically strike.
12 KP Battle General: As long as this piece is on the field, you gain 1 additional movement point per turn (This does not take any points from your pool). Additionally, it now needs to roll an 11 or higher for additional damage.
Stats: 4 HP, 2 AD
Spawn Point Cost 3
KP Worth: 2.25
Hop = 1 space in any adjacent direction. Once per game.
Move 1 space = 1 movement point
Move 2-3 space = 2 movement points
Offense Roll: D24+2 & 1 D6
Defense Roll: D24 -1
Attack: 1 attack point. Immediate range for attack.
6 KP: + 1 HP + 1 AD (Piece is fully healed)
12 KP: Evolves to an A class Piece.

Stats: 2.5 HP, 1.5 AD
Spawn Point Cost 3.5
KP Worth: 2.25
Movement: 1 MP for 1 in any square adjacent, or 2 MP for 3 in a +. Defense: D24 -1.
Mystic Strike: D24+5, 1.5 AP, 1.5 AD
Attacks in a + in 2 squares adjacent to it. The lowest this attacks damage can be is 0.5. Must be in line of sight.
Consume: When you use a card, you can stack this effect. Only 1 Arcane Eater can consume a card at a time. When 3 cards are “Consumed” The following effect takes place.
Effect: This piece becomes promoted to a B class piece and is dubbed Occult Feeder.
Occult Feeder: B class (This piece can only be attained via Consume ability from an Arcane Eater).
Stats: 3.5 HP, 1.5 AD
KP Worth: 3
Movement: 1 MP for 1-2 squares in a +.
Defense Roll: D24 -1.
Occult Strike 24+5, 1 AP, 1.5 AD
Attacks in a + in 2 squares adjacent to it. The lowest this attacks damage can be is 0.5
Black Froth: Every Card used while this piece is in play increases it’s AD by .5. This is accumulated alongside Consume. This stacks to a maximum of 3 times.
Black Portal: This effect can only be used once. When declared the next positive card drawn can be placed in an exclusive untargetable slot and can still accumulate points.
Consume: After 5 cards are Consumed and this piece is on the board this takes effect.
Effect: This piece becomes promoted to an A class piece and is dubbed an Abyss Feeder.
Abyss Feeder: A Class (This piece can only be attained via Consume from Occult Eater).
Stats: 5.5 HP, 3 AD
KP Worth: 6
Movement: 1 MP for 1-3 Squares in a +.
Defense Roll: D24 -1Abyss Strike: 24+5, 1 AP, 3 AD
Attacks in a + 2 squares adjacent to it. The lowest this attacks damage can be is 0.5.
Consume is replaced by “Endless hunger”.
Endless hunger: Every time you use a card this piece permanently gains +1 on attacking and defending rolls. Only one Endless hunger or consume can be used on one piece at a time. (Meaning you cannot use this effect on two pieces simultaneously.)
Kill streaks are available for all three.
8KS Void Portal: Every time you use a card this piece can be placed anywhere adjacent to an obstruction, monster or item such as door or weapons mound. This overwrites any card effect that would disable it from activating this effect. (The card rules still apply excluding this ability).
15KS Eye of the Void: Costs 1 AP to see the card on the top of the deck. This can be used consecutively to see the following cards as well, however, is reset upon end of turn.
HP: 3.5 HP
AD 0-3 AD
Spawn points cost : 3.5
MP 1 Square in a plus for 1 MP or 3 squares in an X for 1 MP.
Defense Roll : D24 -1.
KP Worth: 2.25
2 AP Loot Smash : This attacks 2 squares in an X , and gains 0.75 AD for every Point Stolen. The maximum amount able to be carried at once is 4.
D24 +D6 for every single point stolen. (max 4 d6). 1 AP Arms Theft: Can only be used upon entering opponents spawning zone. The Raider can use 1 AP to take 1 point from opponent’s points, this first takes from any available points – if it is not available it can steal any type of point from their pool. The type of point must be declared upon activation of this ability. These points are not available to use until the Raider enters your spawning zone. This effect is immediate upon entering. The max amount of points that can be stored at once is 4.
Untrustworthy: The Raider cannot use any extra points. (Only the base points).
6KP Pilferer : Any attacks landed steal all KP from the piece it attacked (available/unused KP). Furthermore, the total amount that Arms Theft can store is increased to 5.
12KP King of Thieves : If this piece is in the opponents spawning zone in addition to points it can use Arms Theft to loot cards, stored, active, hidden and next drawn(these affect points accumulation). These cards are not revealed.When brought back all cards get revealed – a maximum of two can be placed in out of stored untargetable slots, the rest are put into your opponents discard pile.
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Stats: 3.5 HP, 2 AD
Spawn Point Cost 3.5
KP Worth: 3Movement: 2 MP for 1-3 squares in an X.
Defense Roll: D24 -1
Cobra Stab: D24+5
2 AD
Takes 1 AP to attack in exactly 1 square away in an X. (NOTE: figure out if line of sight is needed)
Shank: Attacking twice on the same target twice in the same turn does not get halved- instead the second strike increases its AD by .5 to a total of 2.5 and adds a D6 to the attacking roll.
Uncoiled: This piece cannot use this attack more than twice in a turn.
6KS Viper: Enables Attack B Venom Spit Attack
Attack B: 1 AP Venom Spit: Attacks in any square in an X up to 4 adjacent to piece. Roll a D6 - the affected piece’s defensive roll is reduced by the amount rolled. This does not damage the target.
12KS Pick one of Two:
King Cobra: Attach this piece to the King- The king gains a 3.5 HP Max health, removes its offensive roll style and instead gains Cobra Stab/Shank as an Attack. This piece is lost and is considered removed from the board.
Anaconda: Enables Effect Constrict
Constrict: Costs 2 AP to Target a D-C-B Class piece in a + up to 3 squares adjacent. This piece attaches to the targeted piece. The targeted piece at the end of every turn takes 1 damage, it cannot move, attack or cast any spells/effects. If this piece slays the target with this ability, it permanently gains 1 HP.
Note: This effect does not heal it in addition to the normal amount healed through kills.

Stats: 4.5 HP, 1.5 AD
Spawn Point Cost 4
KP Worth: 3
Movement: 1-2 Squares for 1 MP. 3-4 for 2 MP
This piece attacks in 2 Square radius. This attack can pass through obstructions or other targets.
Attack: 2 AP
Offense Roll: D24 +5
Defense Roll: D24 -1
This piece has a maximum of 5 charges to be used for the following spells. If this piece slays another piece, it gains 5 charges back. It can still only hold a maximum of 5 charges.
Can only cast one Spell per turn.
Every spent charge gives the hermit 1 KS. (Soul search gives 2 KS).
Tip: These spells are only able to be casted on C ranked pieces or below. However, should a D or C rank piece upgrade to a B or above it will retain any of the Hermits spells.
Eg. A pawn that gains Hermit Training and gains the necessary kill streak to turn into a Guard, the Guard version of it retains the Hermit Training buff.
1 Charge Hermit Training: Can only be used on a C class unit or below. This cannot be used on C-B classes. Add an additional +1 on their attacking dice roll on a maximum of 2 pieces that are adjacent to this one.
1 Charge Mountain Journey: Select one C class or below piece adjacent to the Hermit and remove them from the board for 2 of your turn after this one. Upon return the piece gains 1 HP. This cannot be used on C-B classes. This cannot be used on the same piece more than once.
2 Charges Soul Search: Select a C class or below piece adjacent to the Hermit. This effect is triggered before the end of your turn. Roll a D-6 and gain the corresponding effect. This cannot be used on C-B classes, additionally Soul Search cannot be used on the same piece twice. Upon being destroyed, altered or brought back soul search can be used on that piece.
1 = Disappointed: Piece is unable to move or attack for 3 turns.
2 = Common: No effect takes place
3 = Hero: The next time this piece would be damaged it is completely negated.
4 = Champion: This piece no longer gets its subsequent attacks halved and all damage to it is reduced by half.
5 = Legend: It’s HP And Roll gets modified to mimic any B class piece.
6 = Prophesized: Upon death returns to spawning zone as long as the hermit remains on the field that has casted soul search.
Honed Spirit 5 KS: Whenever you cast a spell roll a D-6. If you roll 5 or 6 refund one Charge. Total charge cap increased to 7. This means upon activation the hermit gains 2 unused charges as the cap is increased. This does not refill the prior 5.
Hermit in Training 10 KS: Can promote two D or C class pieces (This can include C-B) to a hermit at the start of your next turn. Pieces must be adjacent to this piece.
Sage Transcendence 15 KS: Upon activation this piece turns into a Sage of your choosing. Kill streak points are reset and all changes to the hermit are removed.

Stats: 3 HP, 1.5 AD
Spawn Point Cost 4
KP Worth: 3
This piece takes 1 Mp to move 1 square and 2 to move 2-3 squares.
This piece attacks in exactly 1 square away in all directs adjacent to this piece. It cannot attack in immediate range.
Attack: 2 AP
Offense Roll: D24 +5
Defense Roll: D24 -1
2 AP: Camouflage: This piece can use to 2 AP to remain hidden behind an obstruction in any 4 square radius adjacent to this piece. If this piece camouflages it is considered removed from the board until exposed. Meaning it affects King’s total board pieces.
Furthermore, if this piece is revealed by an opponent’s attack it is stunned for your next turn.
Multiple Stalkers cannot camouflage on the same obstruction.
To un-camouflage simply move piece
2 AP Refuge: This piece takes 2 AP to place an obstruction in any square adjacent to it. Maximum of 5 refuge can be used per stalker. This does not reset upon any being destroyed.
If this piece uncomouflages in the same turn as it attacks, it does not take any damage should it lose the roll (Escapes and guards still work against this). Furthermore, this piece rolls a D6, for every 1 it gains an additional .5 damage. This is also halved on consecutive attacks.
On the defense this piece has an escape roll of a 1, 5 or 10.
Lurker 8 KS: The radius of camouflage is increased by 1 in all directions, furthermore Refuge only takes 1 AP to spawn an obstruction. Maximum of 5 Refuge at all times.
Shadow Hunter 15KS: This piece can use camouflage on allied pieces, actively being hidden on allied piece until the allied piece is attacked.
This piece’s attack cannot be dodged or guarded against. Furthermore, if killed it returns to spawning zone as a Stalker retaining all effects minus the KS bonuses.

Stats: 2.5 HP, 3 AD
Spawn Point Cost 4
KP Worth: 3
This piece moves 1 square for 1 MP, and 2-3 for 2 MP
Attack: 2 AP
Offense Roll: D24 +5
Defense Roll: D24 -1
Takes 2 AP to Attack exactly 1 space away in a +. Meaning it does not attack in immediate range, but the square past. This attack can attack past immediate obstructions, pieces etc. This also does Area of effect damage of 1 square past, dealing 1 damage If they roll 13 or above.
Meta Morph: any time this piece kills (including monsters) another, you can choose to take the attributes and stats of the piece it has slayed at any time during the turn. This is still considered a morpher that is a morphed- etc. The piece retains the C-B class. However, if it chooses to do this it will permanently be that piece (unless an effect outside of it reverts it).
Evolution 6 KP: After it Meta-Morphs it reaches the required KP for the first amount of kills.
Abomination 12 KP: Using two AP this piece can transform to any opponents destroyed pieces. (Same as Meta-Morph). Doing this heals this piece by 1 HP. Must be a different piece to use this ability.
To clarify- this piece retains the ability to continuously meta morph into any opponents slain pieces using two AP. This however would not fulfill their HP – but heal it by 1.
If a morpher morphs into a titan it turns into…
*Abominable Titan: S Class
Stats: 12 HP
KP Worth: 15
Unit Worth 2. This piece is considered to count for 2 pieces. Meaning if an Abominable Titan left it counts as if you have two pieces remaining.
Movement: 1 space for 1 point. Can move maximum 3 spaces
Offense Roll: D30 & 2 D6
Defense Roll: D30 & D6 -1
Standard Attack: Directly in Range
Attack: 2 AP
AD: 5
Ranged Attack: Attacks like a Bishop.
Attack: 3 AP
AD: 4
Area attack: Damages all in squares adjacent to the Colossal must roll 7 or higher on 30 sided Dice. Destroys Obstructions.
Attack 4 AP
AD: 2 AD
This piece cannot heal off of kills.
Titan takes up 4 occupied squares.
Abyss Creation Every 6 KP: This gains a permanent charge, The next piece that it destroys spawns a Morpher on your side of the base for a max of 3.
12 KP: Every turn that passes (both players turns) this piece heals .5 HP.

Stats: 3 HP, 3-4 AD
Spawn Point Cost 4
KP Worth: 3
Offense Roll: 5 D6 (on your side of the field)
Offense Roll: 6 D6 (on your opponent’s side of the field)
Defense Roll: 4 D6 – 1 (on your side of the field)
Defense Roll: 5 D6 – 1 (on your opponent’s side of the field)
This piece within your side of the board moves like a C Class piece. (This piece does not benefit from being in your immediate base with movements) On the Opponents side of the field this piece moves like a knight taking only 1 MP to move.
This piece must “move” through a piece to attack it. On your side of the field 1 MP for 1 square or 2 MP for 2-3 squares, and on your opponent’s 1 MP in a 5 square L.
On the offense & on your side of the field it rolls using 5 six-sided dice, and on the offense on your opponent’s 6. Furthermore, if this piece rolls 18 or higher it does an additional 1 damage. (Starting 3 damage).
On the defense rolls 4 six-sided dice -1 on your side of the field and 5 -1 on your opponents.
6 KP: Pack Mentality: If you have this piece on the field, it only costs you 3 Spawn Points to spawn an additional Raptor.
12 KP Pack Leader: Any pieces you spawn can be spawned in any square adjacent to this piece. These pieces are allowed to move during the turn they are spawned (only pieces spawned that are spawned next to the raptor), and gain +2 on dice rolls on the turn it is spawned.

Stats: 3.5 HP , 1-6 AD
Spawn Points: 4.5 (This would require full 5 in game)
KP Worth = 3
MP: 1 MP for 1 -2 square – 2 MP for 3 squares.
Defense = D24 -1
Cornered: If this piece defends itself next to any obstruction or wall – it can use a once per game/per unit additional D-6 to defend itself.
Claws 2 AP: This piece attacks in immediate squares. Roll a D30 and does damage equivalent to the roll. Escapes, negates etc. can cancel this. This gets halved on consecutive attacks. (strike points affect total damage value).
2-9 = 1 AD, 10 - 14 = 2 AD, 15 - 19 = 3 AD, 20 - 24 = 4 AD, 25 - 29 = 5 AD, 1 or 30 = 6 AD
Circle of Life: As long as this piece does not attack the dragon – the dragon will ignore this piece. Furthermore, this piece deals double damage to monsters (excluding dragon).
Super Predator 5 KP –
The Predator gains the following abilities.
Sharpen Claws: strike points will count as +2 per point even after you roll. This boosts the total amount of the dice and affects the damage of the roll. Eg. Using 2 strike points = 4 + D30 rolling 14 = 18. Dealing 3 Damage.
Raised Fur: Guard points are worth double on this piece when Cornered.
Alpha Predator 10 KP
Gains 2 charges of Roar
Roar: Costs 2 AP – Can only be used on a monster (Dragons excluded). Select a monster within 4 squares in any square adjacent to it – convert the monster and place it in your spawning zone. This has to have line of sight.
Apex Predator 15 KP: This activates the following effects.
This piece is now Considered an A Class : Hyper Predator -
Hyper Predator:
HP 5
KP Worth = 6
Mp – 1 Mp = 1-2 Squares, 2MP = 3 Squares
Defense roll = D30 – 1
Saber Claws A: Any strike points used successfully to land an attack are refunded.
Hunt Effect B: Mark an A, B, C, D Class piece. When successfully landing an attack on it double the damage it would have done normally. This does not cost any AP , and it can only mark 1 unit at a time. This is hidden from your opponent.
Final Hunt C: If the king is all that remains on your opponent’s side – the Hunt effect can be used on the king.

Stats: 6 HP
Spawn : 5 Points
KP Worth: 3Movement = 1 MP = 1-2 MP in a plus.
Defense: D24 -1
1 AP , 1 AD – Stick : Attacks in immediate range in a plus. Rolls 30 +1 + D 6.
Attack B Zap = 2 AP, 1 AD, Roll= 6 x D6 : Attack in a ranged Diagonal infinite range – needs line of sight. If this successfully lands- add a kill point to this piece. Obstructions excluded. (Kings, monsters excluded)
Spell 2 AP Hex: Target an S, A, B, C, D unit in a plus with line of sight (excluding dragon). Roll A D-24, if you get 6 or above reduce opponents damage by 0.5, if it has multiple attacks, you must pick one.
Furthermore add the damage to either stick or zap. This can be used on the same unit and is stackable. The lowest their damage can go is 1 AD. (Kings, monsters excluded)
5 KP = VooDoo Magic : Use 1 AP to toggle Zap to a plus or X pattern. Furthermore, on a successful zap or hex remove one kill point on the targeted piece and add it to this piece.
10 KP WarLock : Activates the following effects.
Cursed Efficiency Effect A : Zap Costs 1 AP. Warlock Staff Effect B: Stick gains Zaps ability to remove a kill point from the piece and add it to this piece.
Effect C : Anytime this piece successfully lands an attack it can steal one type of point from the opponent if they have any stored points.

Stats: 4 HP, 4 AD
Spawn Point Cost 5
KP Worth: 3
Movement: This piece moves diagonally, 1 MP for 1-2 square, or 2 MP for 3 squares. (identical to a king)
Offense Roll: D30 + 5 Takes 1 AP and 1 MP to attack
Defense D24 -1. Phantom: If this piece rolls a 1 it is returned to your spawning zone without taking any damage. (Player has to do this). If phantom does not activate on defending roll – add the next number to phantom eg. 2,3,4 – this is continuous till it activates then it is reset.
This piece attacks 1-2 Squares in an X
Impending Doom: This piece gains 1 MP that can be used once per turn to move in any square. This must be done prior to any and all actions from the reaper (including attacks). To clarify, This cannot be used in addition to other MP to allow 2-3 movements.
Collector: Every time this piece destroys/slays another it permanently gains + 1 to Attacking Roll.
2 AP Siphon: This piece uses 2 action points to steal 2 HP of an allied piece and heals itself for 1 HP. Must be in attacking range. If this kills the allied piece it does not gain kill points, gain collector or heal from the kill, (it still gains the 1 HP from siphon).
Grave Robber 8 KS: Every obstruction destroyed gains “collector” bonuses. Additionally Siphon now adds a collector bonus stack and only takes 1 HP for 1 HP.
Grim Reaper 15 KS: This piece now uses 1 AP to toggle the Collector ability to work as additional + to defending rolls. Enables Harvester Ability:
Harvest: This piece now instantly slays a piece that is a lower class than it instead of rolling this negates any and all spell effects, special abilities or cards that would otherwise stop this.
and Phantom slight tweak. - Defense D24 -1. Phantom: If this piece rolls a 1 it is returned to your spawning zone without taking any damage. (Player has to do this). If phantom does not activate on defending roll – add the next number to phantom eg. 2,3,4 – this is continuous till it activates then it is reset.
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Stats: 4 HP, 4 AD
Spawn Point Cost 5
KP Worth: 3
Can move in any direction diagonally (however many space you want)
Movement: 2 MP
Can attack from range diagonally with pieces that are in sight
Attack = 2 AP
8 KS Hunter: This piece takes 1 Action point to switch to being able to attack in a + or back to an X.
15 KS Head Shot: Uses 2 Action points on activation. Next attack after activation deals 4 damage that ignores opponent’s defensive roll. The defending piece cannot use defensive cards on the piece, or guard points. (Special abilities, unique piece traits etc. still allowed).
However, If the opponent rolls a 5 (on dice or flat number) it is immediately destroyed.
OR
15 KS Anti-tank Rounds: If this piece successfully attacks a target all the enemy pieces (and monsters) behind take half the damage

Stats: 5 HP, 3 AD
Spawn Point Cost 5
KP Worth: 3
This piece takes 1 MP to move in 1 square in a plus
2 MP to move in 2-4 square in a plus.
Offense Roll: 24+5
Defense Roll: 24-1
Bull Rush: This piece takes no AP to attack. However, subsequent attacks still reduce the total damage by half.
Gore: If this piece successfully does damage on the defense while the attacking piece is adjacent to it- it pushes the attacking piece next to a square of your choosing where it is currently occupying.
Charge: This piece must move to attack; it attacks 1-4 squares in a plus. If its attack is successful, it carries any piece it attacks 1 adjacent square displacing it from its original spot. If there are pieces or obstructions in the way it stops where the other occupied square is. Clarification: This piece must simply move in a square adjacent to the enemy piece to land the attack. If this piece uses this to attack a piece in a diagonal square it does half the damage.
8 KS Spirit Chains: If this piece successfully attacks a A-D class piece and does not destroy it, it can choose to use this effect. Effect: immobilizes the piece and makes it untargetable to any attacks (special effects and cards excluded). This piece remains attached in the square adjacent to it unless the Bull chooses to release it at the cost of 2 AP. This can only be used on one piece at a time.
The bull chooses where the piece is placed adjacent to it at the end of its turn.
15KS Trail Blaze: This ability costs 1 AP. Where ever this piece moves it can leave behind a trail of obstructions. Furthermore, this piece gets the ability to break through obstructions as long as it does not land on one (the Bull does not need to roll to break through obstructions) . Trail Blaze can spawn a total of 15 total obstructions. If the obstructions are all destroyed it activates effect B
Effect B Cattle: 2 AP You can choose to activate this anytime one or more pieces of yours is adjacent to the bull. When activated this piece is destroyed and the adjacent pieces of yours are healed for a total of 5 HP. This includes the King.
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Stats: 5 HP, 3 AD
Spawn Point Cost 5
KP Worth: 3
This piece takes 1 MP to move in 1 square in a plus
2 MP to move in 2-4 square in a plus.
Offense Roll: 24+5
Defense Roll: 24-1
Bull Rush: This piece takes no AP to attack. However, subsequent attacks still reduce the total damage by half.
Gore: If this piece successfully does damage on the defense while the attacking piece is adjacent to it- it pushes the attacking piece next to a square of your choosing where it is currently occupying.
Charge: This piece must move to attack; it attacks 1-4 squares in a plus. If its attack is successful, it carries any piece it attacks 1 adjacent square displacing it from its original spot. If there are pieces or obstructions in the way it stops where the other occupied square is. Clarification: This piece must simply move in a square adjacent to the enemy piece to land the attack. If this piece uses this to attack a piece in a diagonal square it does half the damage.
8 KS Spirit Chains: If this piece successfully attacks a A-D class piece and does not destroy it, it can choose to use this effect. Effect: immobilizes the piece and makes it untargetable to any attacks (special effects and cards excluded). This piece remains attached in the square adjacent to it unless the Bull chooses to release it at the cost of 2 AP. This can only be used on one piece at a time.
The bull chooses where the piece is placed adjacent to it at the end of its turn.
15KS Trail Blaze: This ability costs 1 AP. Where ever this piece moves it can leave behind a trail of obstructions. Furthermore, this piece gets the ability to break through obstructions as long as it does not land on one (the Bull does not need to roll to break through obstructions) . Trail Blaze can spawn a total of 15 total obstructions. If the obstructions are all destroyed it activates effect B
Effect B Cattle: 2 AP You can choose to activate this anytime one or more pieces of yours is adjacent to the bull. When activated this piece is destroyed and the adjacent pieces of yours are healed for a total of 5 HP. This includes the King.

Stats: 4 HP, 3 or 4 AD
Spawn Point Cost 5
KP Worth: 3
Within your own side of the field:
Movement: 1-2 squares for 1 MP
Movement: 3-4 squares for 2 MP
If on your opponent’s field:
Movement: 1-2 squares for 1 MP
Movement: 3 squares for 2 MP
Attack: 2 AP
Offense Roll: D30 + 1 & D6 (on your side of the field)
Offense Roll: D24 + 1 & D6 (on your opponent’s side of the field)
Defense Roll: D30 – 1 (on your side of the field)
Defense Roll: D24 – 1 (on your opponent’s side of the field)
This piece either attacks in a direct x or + chosen at the start. This piece can attack from 1 extra square range however it does 3 damage, if it attacks in immediate range it does 4 damage. (Rolls are unaffected.)
This piece rolls a 30-sided dice +1 & 6 sided dice on the offence on your side of the field. Or a 30-sided dice -1 on the defense on your side of the field. Additionally, if this piece goes into your opponent’s side of the field it rolls 24 +1 & 6 sided dice on the offense, or a 24 sided dice -1 on the defense.
Royal Guard 8 KS: Rolls an additional 6 sided dice on both offense and defense and is now able to attack in all directions adjacent to the piece.
Imperial Guard 15 KS: Choose an effect:
A: Turn all guards into Royal Guards
B: Spawn a Royal Guard at your spawning zone.

Stats: 5 HP
AD: 1.5 - 2.5 – 3.5 -4.5
Movement: 1 MP for 1-2 squares.
Spawn Point Cost 5
KP Worth: 3
Offensive Roll:
Dagger: This attacks in immediate range to any squares adjacent to it. This attack does not get Halved on the second strike, however it still gets halved on 3rd, 4th etc.
Rolls: D24
Attack: 1 AP
AD: 1.5Short Sword: This attacks in immediate range in an X.
Rolls: D24
Attack: 1 AP
AD: 2.5
Long Sword: This attacks in immediate range in a +.
Rolls: D24
Attack: 2 AP
AD: 3.5
Great Sword: This attacks in a square one space apart from itself. (One square passed adjacent squares). Rolls: D30
Attack: 3 AP
AD: 4.5
Defensive Roll: 24-1
Spiked pauldron: This piece always does 1 Damage on a successful defend
Weapon Mastery: Every time this piece successfully attacks, depending on the attack you can choose to retain that number permanently on future battles for that type of attack. Once chosen you cannot undo this unless through another effect etc. outside this piece.
Pit Fighter: This piece gains +5 default on all attacking rolls when attacking within the inner square at the center of the board and +3 when attacking in the outer center line.
8 KS Bestiarius: This activates 3 effects.
Effect 1: Every time this piece successfully slays or does a total of 3 damage to a monster add .5 AD to the attack that was used. Beast Toxin: Any monster damaged by this piece does not heal. Including dragon.
Effect 2: This piece gains +5 on attacking rolls and +10 on their defensive roll against all monsters and is immune to traps.
Effect 3: Can reset any chosen Weapon Mastery rolls once per attack type.
15 KS Provocator:
Choose between two effects.
Effect A: White Armor: Defensive roll can now be locked. This removes the -1 on defense roll.
Effect B: Royal Champion: This piece must be slain before the king is attacked. This removes the -1 on defense roll. The king will be moved immediately to the spawning zone and can only move in the spawning zone till This piece is slain. If this piece cannot move for any reason this effect is temporarily lost until it can move once again.
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Stats: 3 HP, 4 AD
Spawn Point Cost 5
KP Worth: 3
Offense Roll: 6xD6
Defense Roll: 24-1
Escape: On the defense, if rolled a 1/5/15 allows the Knight to escape the battle. The knight can move after escape (these work against casters as well).
Movement = 1 MP
Attack = 2 AP
The Knight has to move within a L shape
Attacks within the L shape
Movement: This piece moves in an L for 1 MP. (2 then 3 or 3 then 2), this piece can jump through pieces and obstructions.
4 AD 2 AP Attack: This piece must move through units to declare an attack. This piece rolls 6x6 D6 on the attack.
8 KS Escape Artist: Permanently takes only 1 AP to attack and adds 10 and 20 to their escape rolls.
15 KS: Can choose between 2 effects.
Effect A: Jouster: Add 3 selected numbers as additional escapes, Additionally When the knight escapes or defends from a roll, the piece attacking it receives the full damage of the knight.
Effect B: Cavalier: Add 2 selected numbers as additional escapes. This piece now gains attack B.
Attack B (Ranged Cavalier): Can now attack in a plus for 2 AP that does 4 AD it is still rolled as 6xD6 dice.

Stats: 3.5 HP
Spawn Point Cost 5
KP Worth: 3
Movement: 2 MP for 1-3 squares in a plus or X
Card Note: Default rules must be followed. All hidden cards (Both players) are reset at the end of a turn.
Offense:
Card Cutter: Attacks in a straight line. Must sacrifice a hidden card of yours. Each card sacrificed for Card Cutter does 1 AD. (This follows normal rules of consecutive attacks and damage reduction.)
Rolls: D30+5
AD: 1-2
Attack: 2 AP
Defending:
Card Defense: Sacrifice your hidden card(s) for an additional D6. Damage on the defense is dependent on how much cards were sacrificed. 1=1 AD.
Rolls: 2-4 D6 -1. Default 2 Dice
2 AP Fortune Tell: Reveal one hidden card you or opponents. This is not shown to your opponent.Red Card: Every Card Cutter that is a successful attack you can choose to discard the top card of your deck to add 1.5 kills to this piece. (This does not interfere with point accumulation as that is considered next “drawn” card.) Attacks on obstructions are invalid for this effect.
Overhand Shuffle 8 KS:
Card Cutter can now sacrifice opponents hidden cards in addition to yours.
Fortune Tell now costs 1 AP.
Defense Roll can now use Opponents hidden cards as well. (If available)
Cardistry 15 KS:
1 AP Sleight of Hand: Pick a hidden card of yours and trade it for one of your opponent’s hidden cards if available. This ability does NOT reveal hidden cards.
2 AP Card Crash: Draw a card – The cards effect is negated and is immediately sent to the discard pile. Depending on the type of card inflict damage on a piece (excluding king) in an 8 block radius. This does not need to be in line of sight.
Negative Card = 1 Damage, Neutral Card =2 Damage, Positive Card = 3 Damage.
You can stack this effect to add an additional damage for a maximum of 2 stacks. To stack – the sacrificed card damage is delayed until next activation. Each stack adds an additional 1 AD.
e.g. Delaying Card Crash once and drawing two negatives. 2 Negatives = 2 Damage, Stacking once = 1 Damage for a total of 3 damage.
This attack cannot be counter rolled, though it can be dodged, can negate the damage or any other effect that disabled a “winning” roll.
This attack DOES NOT work on King.

Stats: 4 HP, 3.5 AD
Spawn Point Cost 6
KP Worth: 5
Movement: 2-8 squares in a + or x for 2 MP
Attack: 2 AP
Offense Roll: D24+5
Defense Roll: D24 -1
Attacks in any square adjacent to it.
Self-Petrification: Using 2 action points it makes itself Immobile (cannot move) and unable to be damaged by any damage of 5 and under where a defending roll is applicable. (Can still be attacked and attack). This piece can be damaged if an attack fails, regular rules apply.
elemental weakness: Dragon attacks penetrate through this effect.
It costs 2 AP to remove this effect and become mobile again – all effects of Self-Petrification are lost.
6 KS Stone Hide: When this piece is killed place 4 obstructions anywhere on the or any adjacent squares where it was slain. You can stack them.
12 KS The Stones have Eyes: Spawn a petrified Gargoyle in place of any obstruction on the board. You cannot use this if there are none available and must wait until there is.
18 KS Eyes of Terror: For 2 AP target a A,B,C,D piece within line of sight in anywhere in a +. Targeted piece cannot move Until the Gargoyle moves. This ability can be used while self-petrification is in effect.
This ability is not limited to one piece.
Anytime the Gargoyle moves this effect is removed from any & all applied pieces

Stats: 4.5 HP, 3 AD
Spawn Point Cost 8
KP Worth: 6
Attack 1 AP: This piece attacks in a short L in all directions.
Movement: 1 MP to move 1 square or 2 MP to move 2-3 squares in any direction. This piece attacks in a short L in all directions.
Offense Roll: D24 + 2xD6
Defense Roll: D24 -1
Tunnel: If this piece successfully slays another it can choose to appear on the destroyed pieces square without any additional movement points used.
Charged Drill: This piece can use 1 AP to make its next attack special. Only one attack can be charged at a time. This increased attack is considered a buff and is used next time it attacks.
Charged Drill effect: If this piece rolls 5 more than the piece it rolls against (Total dice value including subtracted & additional values) the piece it attacked, that piece cannot use any MP on its next turn.
6 KS: Choose one of two effects.
A. Charged Drill no longer Costs any AP to use, (Still needs to be declared prior to initiating attack).
B. Charged Drill deals an additional 1 dmg when it is successful.
12KS: As long as this piece remains on the board, any of your other pieces can activate the basic Charged drill effect. (This costs 1 AP as stated by the basic ability).

Stats: 4 HP, 4-5 AD
Spawn Point Cost 10
KP Worth: 6Movement: 1-3 Squares in an X for 1 MP
Mag Shells: Attacks in a + 1 or 2 squares. 2 AP
AD 4-5. If Attack lands in immediate Square, it deals 5 AD, if on a further square 4 AD.
Offensive Roll: D30 + 5 Defense Roll: D 30 - 1.
Blood Fuel: Every time this piece slays another it gains 1 armor. (Armor is substituted for any hp loss prior to hp)
8 KS: Overclock: This piece can now move 1-4 Squares in an X for 1 MP. And Gains 1 Leap every turn that can only be used on that turn (non-stackable).
Leap: Can jump one square over any square adjacent to this piece.
16 KS: Turbo Charged V 12: The Goliath gains 2 MP and 2 AP on every turn of yours outside of your base points.
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Stats: 5 HP, 5 AD
Spawn Point Cost 10
KP Worth: 6Move either like a + or a x to a maximum of 8 squares
Movement: 2 MP
Attacks a target in the direction it moves in
Attack: 2 AP 5 AD
Offense Roll: D24+8
Defense Roll: D24+7 - 1
8 KS: Queen Starts with default 1 damage and now rolls as a king and gains +2 damage for each double and +3 for triples, + 4 for quads. Furthermore, the queen rolls 5 six sided dice. (Quad abilities are disabled). On the defense, roll 5 dice and if you have 2 doubles this piece does not take any damage from the attacking piece.
16 KS: Phoenix Rising = When this piece dies, it is left at the spot it died, additionally it has 12 HP. In three of your turns it is revived with full HP if it is not destroyed before then, being revived removes all effects attached to this piece, even permanent effects. This stasis ability cannot defend itself and takes damage according to attacker. Slaying this egg grants an additional 6 kills. (Meaning slaying the queen the first time grants 6 kills, then destroying the egg gives an additional 6 kills)

Stats: 5 HP, 4 AD
Spawn Point Cost 7
KP Worth: 6
2 MP Movement: This piece moves diagonally however many spaces you want.
Re-Camp: for 2 AP and 2 MP Move this piece in any square adjacent to it.
4 AD D30 +5 Tracking Rounds: This piece attacks diagonally with infinite range. If this attack is successful you can choose to delay the attack – activation can happen during you or opponents turn and can be activated in battle- must be declared before any rolls.
8 KS Explosive Rounds: Any attack landed or upon activation does an additional 2 damage to any piece adjacent to the target. (This includes King).
15 KP King of the Ring: On your turn Select any of your opponent’s unit, the targeted unit and the rook are both trapped within the Dragons inner zone. If the Alpha Rook Slays the piece, it permanently does 1
extra AD anytime it deals damage. The Alpha Rook can then select another piece on your next turn.

Stats: 5 HP, 4 AD
Spawn Point Cost 7
KP Worth: 6
2 MP Movement: This piece moves diagonally however many spaces you want.
Re-Camp: for 2 AP and 2 MP Move this piece in any square adjacent to it.
4 AD D30 +5 Tracking Rounds: This piece attacks diagonally with infinite range. If this attack is successful you can choose to delay the attack – activation can happen during you or opponents turn and can be activated in battle- must be declared before any rolls.
8 KS Explosive Rounds: Any attack landed or upon activation does an additional 2 damage to any piece adjacent to the target. (This includes King).
15 KP King of the Ring: On your turn Select any of your opponent’s unit, the targeted unit and the rook are both trapped within the Dragons inner zone. If the Alpha Rook Slays the piece, it permanently does 1
extra AD anytime it deals damage. The Alpha Rook can then select another piece on your next turn.

Stats: 3 Armor 3 HP, 4 AD
Spawn Point Cost 7
KP Worth: 6
The Knight has to move within a L shape
Attacks within the L shape
Movement: This piece moves in an L for 1 MP. (2 then 3 or 3 then 2), this piece can jump through pieces and obstructions.
4 AD 2 AP Attack: This piece must move through units to declare an attack. This piece rolls 6x6 D6 on the attack.
Plate Mail: This piece rolls a D30 + 1 for each armor it has. Without armor it Rolls D24 -1 on defense.
Lighten Load: For the cost 1 Armor the Knight gains 1 MP for the turn it used this effect.
8 KP WarHorse: This piece can declare an attack on multiple pieces it moves through. Both opponent’s pieces roll, and the Alpha Knight only rolls once.
15 KP Heroic Armor: This piece regains any lost armor for a maximum of 3. As long as this piece has armor, you can choose to negate any card effects, traps, special abilities or unit abilities that target this piece
Stats: 5 HP, .75, 1.5, 2.25, 3, 3.75, 4.5 AD
Spawn Point Cost 10
KP Worth: 6
Movement: 1 MP for 1 square and 2 MP for 2-3 squares
Offense Roll: D6
Defense Roll: D24
Rigidity: 2 AP, up to 3 blocks directly in front of it range or 1 block from each side.
If this piece moves to the starting 2 lines of the opponents base it you can choose to change its target direction to the opposite side. This does not cost anything.
2 AP Element Bolt: Roll a 6 sided dice to determine damage. .75 per dice roll. This piece ignores opponent’s roll and does damage equivalent to the roll *.75 ex. 1=.75, 2=1.5, 3=2.25, 4=3, 5=3.75, 6=4.5
Furthermore this piece does not get consecutive attacks halved.
If this piece moves to the starting 2 lines of the opponent’s base it you can choose to change its target direction to the opposite side. This does not cost anything.
Revealing Eye: Takes 1 AP to reveal contents of 1 obstruction in immediate vicinity
Spell Mastery: Every 3rd spell this piece casts it gains 2 KP.
Wizardry: Consumes 2 AP and 1 MP select a piece within 5 blocks in a plus sign (must not be obstructed) to give an effect based on dice roll. Depending on your piece or hostile piece the effects are as follows…
These spells are stackable.
1 = give or remove 1 kill point to a piece.
2 = Add 2 + on their next roll or -2 on their next roll
3 = reduce its required Mp by 1 for their next time moved or Increase Mp by 1 for one turn the next time hostile piece is moved, Lasting 3 opponents turns.
4 = Heal piece by 2 or Stun piece for 2 of your opponent’s turns after this spell. Stunned piece cannot be targeted or destroyed.
5 = Piece Gains 2 AD on all attacks for the next 3 turns of yours (This is active on next turn). Pieces damage is reduced by 2 on all attacks on 3 of your opponent’s turns. Cannot be reduced past 1.
6 = Transport piece to desired location outside your opponent’s base, Transport opponents’ piece to desired location outside of your base. Kings or S class cannot be targeted.High Wizard 8 KS:
This piece Now does 1 default damage applied to the extra rolls.
This also gains empowered spells. Revealing Eye 1 AP: now can see through all obstructions in immediate vicinity.Empowered Spells:
1 = 2.5 kills
2 = Add +4 or - 4 on next roll
3 = Give the piece 2 MP for the next time it is moved. Increase necessary MP by 2 the next time it is moved lasting 3 of your opponent’s turns.
4 = Heal Piece by 3 or stun piece for 2 turns, stunned piece CAN be targeted.
5 = Pieces Gain or Remove 1 AD until piece is destroyed. (Cannot be reduced past 1)
6 = Transport Piece anywhere it is desired S class can now be targeted. King.
Grand Wizard 16 KS:
This Piece takes 1 AP to attack & 1Ap, 1Mp to Cast Spells.
Revealing Eye: Can now use 2 AP To see Opponents Cards. (All of them including out of play stored)
Furthermore, you can use 1 spawn point to see your hidden cards, the cards are hidden again after you use this spell.
Stats: 7 HP, 2.5 or 3.5 AD
Spawn Point Cost 10
KP Worth: 6
Mobility: All movements cost 2 movement points. Move up to 4 in a +.
Attack Range as a pawn and overtakes space if it destroys a piece
Heavy Attack:
Attack: 2 AP
AD: 3.5
Light Attack:
Attack: 1 AP
AD: 2.5
Offense Roll: D30+1 & D6
Defense Roll: D30 – 1
Load Out 8 KS: Produces 2 C class pieces that are dubbed Dragoon Pawns. Dragoon Pawns have 3 AD 3Hp and take 1 AP per attack. Attacks in immediate range.
These pieces move 1 square for 1 MP, 2-3 for 2 MP.
If this piece kills another piece the kills are transferred to the dragoon, additionally it takes the space over when it destroys a piece. These Pieces roll like a power pawn.
Load up 16 KS: Can store 2 pieces that must be in any square adjacent to the dragoon. These pieces cannot be targeted as long as it remains inside of the Dragoon. If the dragoon dies the pieces are placed 2 squares directly behind the piece. The Dragoon gains +1 AD and +1 HP for each piece that it stores, for a maximum of 2 AD & 2 HP. Ejecting costs 1 Action point. Cannot put S classes pieces. If you have any dragoon pawns, regardless of position you can choose to load them into the dragoon for these effects.
Cannot work on King

Stats: 8 HP, 4 AD, 5 AD, 6 AD
Spawn Point Cost: 14
KP Worth :14
Movement: 2 MP to move 1-8 Squares in a + or x.
Defensive Roll: D30 + 1 D6 -1. E.g. 21 + 4 -1= 24
Hungry: This piece only heals 0.5 Hp per kill.
Royal Presence: This piece counts for 2 units.
2 AP Assault: This piece must move to attack.
Roll D30 +8
The damage is determined by the difference of the numbers. This deals 4 AD if the target rolls within 7, 5 AD if the target rolls with the difference of 8, and 6 AD if the target rolls with a difference of 15. Strike points can be used to increase the difference.E.g. Alpha Queen Rolls 10 -> +8 = 18. Opponent Pawn Rolls 12 -1= 11. Difference of 7 = 4 AD. Pawn rolls 10 -1= 9 total damage 5.
Combat Mastery: Gain 5 Charges – 1 Charge: Using a point from your points pool or stock you can reduce the amount of damage this piece takes by 1, however it cannot be past 1AD. You can only use this ability once per turn.
8 KP Boss: Using 1 AP you can select an A, B, C, D class piece within 4 squares adjacent to the Alpha Queen – to the maximum of 2. These pieces follow your Alpha Queen adjacent to it where you choose. They can freely move and attack.
15 KP Big Boss: The Alpha Queen resets all 20 of your points pool (If you did not use all 20 it simply resets to 20), And gives you 4 Out of stock Movement, Action, Spawn, Strike and Guard points. And Regains 5 Charges of Combat Mastery. (This is not added to prior charges, it allows 5 maximum uses of combat mastery).


Stats: 7 HP
Spawn Point Cost 15
KP Worth: 14
Unit Worth 2. This piece is considered to count for 2 pieces. Meaning if a Sage left it counts as if you have two pieces remaining.
Choose between the three different types of sages.
Movement: 1 MP for 1-2 squares or 2 MP for 3-4 squares
Defense Roll: D 30 -1
Basic Attack type A:
Attack: 2 AP
AD: 3.5
Offense Roll: D30 +1 +D6
*Blood Sage Blood Bank: At the end of the turn if this piece has killed any, you can store them and distribute them at the start of your next turn between any active pieces of yours.
Attack type B Blood eruption:
This attack can be changed to a vertical or horizontal attack pattern for 1 AP. (Starts how the player wishes). This attack is in a line up to 5 squares in the target direction. If this attack slays an opponent (monsters excluded), the kill points gained is increased by 2.
Attack: 2 AP
AD: 4
Offense Roll: D30 +1 +D6
Spell Blood Oath: Costs 2 AP. Declare a unit of yours, whenever that unit gains any HP, you can choose for it to be redirected to any other piece. This cannot be split (meaning you redirect the heal to only one other piece). This spell is not restricted to one unit. (One unit per cast). This effect applies even if the blood oath piece is at full HP.
8 KS: Blood Armor Costs 3 AP: Target a unit of yours, any time that piece heals past their full HP, they gain armor up to 3. Blood armor can be cast on any number of units. 1 activation per unit.
15 KS: Ceremony of Bones: Kill points can be converted to spawn points 1 kill point for 1 spawn. These are outside your points pool. For a maximum of 10 points. When 10 spawn points are reached and used this gains the Icon of Death Effect immediately on start of your next turn.
Icon of Death: The blood sage gains +3 blood armor and the following effect. Any A, B, C, D piece adjacent to it at the start of your turn takes damage equal to half of its HP. This cannot bring a piece less than one HP. This affects all pieces including your own. (Excluding King).
*Mind Sage
Evil Ward: You gain 3 charges; each charge can be used to discard any drawn card.
Attack Type B Mind Breaker:
If this piece successfully lands this attack, it reduces the attacked pieces AD by 1. If there are multiple attacks, you must only choose one. Furthermore, if you rolled a 1 on the D 30 on this attack it is considered a successful attack and the sage does not take any damage from the defending piece.
This cannot go below 1 AD.
Attack: 1 AP
AD: 2
Offense Roll: D30 + 5
This piece attacks in an X up to 3 squares.
Spell Hypnosis: 3 AP target any A, B, C, D class piece, it cannot attack on the next respective turn. This only lasts for the next turn. (This can target a sage, please follow effect down below).
Battle of wits: If this ability is used on a sage, this sage rolls 4 d6 and the opponents sage rolls 3 d6. The winner of the battle has the above hypnosis in effect and gains 1 kill point.
8 KS: Mind Breaker turns into Mind Eater.
Hypnosis gains the ability to Ruin.
Mind Eater: Mind breaker gains infinite range +7 instead of +5 on attacking roll and reduces total damage by 2 if successful.
Ruin: If hypnosis is used in any square in a + (unlimited range) without any obstructions etc. at the start of opponents turn they roll a d6 for the piece that has been affected by this spell. Half of the roll total is done as damage to the piece, if this kills the piece the sage does not gain any kill points.
15 KS: Doom Sayer: This is activated as soon as the Sage gains the required amount of kills. Doom Sayer effect: all pieces of yours on the board gain the following effect (this does not affect any new pieces after the activation of this effect, furthermore any pieces destroyed do not retain this effect if brought back.) Excluding king. As long as this piece is on the board -Every turn of yours gain +1 on both offense and defensive rolls. The maximum amount of times this can stack is 10 turns. (+10 on offense/defense rolls.)
The effect of this is halted if this piece is slain. The effect remains at the amount of stacks at the point of this piece being slain or removed from the board.
*Battle Sage
Attack type B Battle Trance:
This attacks on the 2nd, 3rd and 4th squares in a plus. It cannot target any pieces with this attack directly in front of it. If this attack lands successfully, it permanently rolls an additional D6 with this attack. To the max of 3 additional D 6’s. (The total possible roll being D30 +1 + D6, D6, D6, D6.) This ability does not stack on a dragon attack. It does work on king.
Attack: 2 AP
AD: 4
Offense Roll: D30 + 1 & D6
Bless Warrior: 2 charges. Once per charge you gain the ability to choose a piece of yours prior to declaring an attack. If it loses the battle, it mitigates all damage it would have taken. Note: This only applies to your attacking pieces.
Spell Blade of Vengeance: Costs 2 AP – Declare a unit of yours, this unit gains 2 damage on an attack against any of the opponent’s pieces that have any kill points (or have used any). This spell can only be active on one unit at a time and cannot be recast until the unit is slain or destroyed. (This cannot be used on itself.)
8 KS Gains spell: Exile of Peace: Costs 3 AP. This piece becomes un-targetable to any attacks it can defend against (monsters excluded). This piece also cannot declare any attacks on opponent’s pieces. This ability removes the total unit count of this piece to 0. (Meaning it does not count towards total unit count for the King).
Unsheathe: Costs 3 AP it can now declare attacks on opponent’s pieces and the opponent can declare attacks on this piece per normal.
Exile of peace & Unsheathe cannot be used on the same turn.
15 KS: Revenant: If this piece is slain, it casts a free blade of vengeance on a declared piece of yours, this does not remove blade of vengeance from any prior piece of yours.
If a unit with the blade of vengeance successfully slays the piece that has slain this piece, your battle sage is returned to you in your spawning zone with full HP. With all of its kill streak abilities including this one, furthermore it removes blade of vengeance from the piece that the revenant ability has casted.
(Being once again limited to one cast of blade of vengeance).

Stats: 10 HP
Spawn Points Cost 15
KP Worth: 15
This piece takes a total of 4 squares.
Unit Worth 2. This piece is considered to count for 2 pieces. Meaning if a Tarantula left it counts as if you have two pieces remaining.
Spell barrier: This piece is largely unaffected by spells or cards (unless specified).
Movement: 1 MP for 1-2 squares and 2 MP for 3-4 squares.
This piece can use additional movement points however it can only move once per 1 extra MP used.
Offense Roll:
Weave : D24 + 6 (not six sided dice) in an immediate range.
AP: .5 AP
AD: 1
Weave: If this attack lands successfully 2 times in the same turn on the same piece, it increases the targeted pieces AP required to attack by 1, MP to move by 1, additionally if it successfully attacks the piece 4 times in a row it increases both by 2. This is only active on the next turn.
Corrosive Fang : D30 + 6 in an immediate range.
AP: 1 AP
AD: 2
If this attack is declared whether it is successful or not it reduces the opponents defending roll by 2 permanently. Kings excluded.
Web Spit : D30 +6 in a plus up to 4 squares.
AP : 2
AD: 2.5
If the total roll of this attack is 10 higher than the defending pieces total roll, the opponent’s piece is unable to use any MP on their next turn.
Defense Roll: D30 – 1
This piece’s damage never goes below .25
Terrain Walk: This piece can move past obstructions in your base. (3 rows)
4 AP Burrow: This piece is hidden underneath 4 obstructions that must be destroyed in order for it to unburrow. The tarantula can attack its own obstructions to unburrow.
This piece heals only .5 per kill.
Trespasser 8 KS: Terrain Walk works anywhere. Furthermore, any piece it kills it converts to an obstruction placed on any square adjacent to it, this ability can be stored for a maximum of 4. This ability takes .5 AP per obstruction.
Predator’s Den 16 KS: If this piece is placed in all four occupied squares in the dragons zone it’s radius of attack is increased to the dragons, this is applicable to all of its attacks, Web Spit still needs to be in a plus. (The Dragon must not be on the field). And heals .5 Hp every turn that passes.
Stats: 12 HP
Spawn Point Cost 16
KP Worth: 15
This piece takes a total of 4 squares.
Unit Worth 2. This piece is considered to count for 2 pieces. Meaning if a Titan left it counts as if you have two pieces remaining.
Movement: 1 space for 1 point. Can move maximum 3 spaces
Offense Roll: D30 + 1 & 2 D6
Defense Roll: D30 & D6 -1
Standard Attack: Directly in Range
Attack: 2 AP
AD: 5
Ranged Attack: Attacks like a Bishop.
Attack: 3 AP
AD: 4
Area attack: Damages all in squares adjacent to the Colossal must roll 7 or higher on 30 sided Dice.
Destroys Obstructions.
Attack 4 AP
AD: 2 AD
Evolved Killer 10 KS: Area of Attack costs 3 points, and must roll 5 or higher. Ranged attack costs 2 attack points.
Amount of movement restriction is removed.
Kills Devour 15 KS: Movement can move 3 squares for 2 movement points. Any piece the colossus destroys, the remaining Hp of the piece that is destroyed gets added to the remaining Hp of the colossus.
This piece takes the slot of two pieces. Meaning if a titan left it counts as if you have two pieces remaining.
Worth 15 kills.
Spell Barrier: This Piece is largely unaffected by Cards unless specified. -

Stats: 24 HP
KP Worth: 10
Movement: 1 MP for 1-2 squares or 2 MP for 3 squares
Attack: 2 AP
Offense Roll: 4xD6
Defense Roll: 4xD6 – 2
Attack in any direction adjacent from them.
If the King rolls triples it escapes causing it to take no damage and moves 1 square adjacent in any direction.
King starts with +1. Rolls 4 six sided dice. Doubles + 1 on attack for each double. +2 for triples and +3 for quads. All combos are rerolled for any consecutive damage. On quad roll the player receives +1 on a streak ability. 2 quads the king recovers full HP of the 24 and gains +3 damage instead of +1 on their attacking dice rolls.
If it rolls two doubles it can roll one extra 6 sided dice.
If it rolls a quad, it gains a streak ability.
2 quads the king recovers full HP of the 24 and gains +3 damage instead of +1 on their attacking dice rolls.
If you move 2 squares for 1 movement point, you can only move one additional square for 1 movement point.
Vulnerable: If there are only 2 pieces or less on the king’s side remaining, the King loses 50% HP This effect happens immediately and only once. Additionally, its defensive rolls become -3 instead of -2.
Confidence: If the opponents king reaches to half HP (typically 12) or below first, your king gains an additional +1 damage on starting roll.
Cannot recover any HP from kills
Royal Blessing: Kings cannot be targeted by majority of spells, cards, special abilities, effects etc. unless specified otherwise.
King’s cannot use any stored points.
Damage of dragon is determined by player “bop”
Dragon spawned in the middle of board.
If a dragon engages in battle 1 type of roll, D30 + 1-5 (computer generated). No damage if it wins roll.
If it kills it gains +1max HP and heals for 1 HP and adds +2 on dice rolls.
Dragons heal .5 HP at the end of every turn.
In 20 turns it flies away leaving 1 boxed treasure.
If attacked, it strikes back regardless of range.
It attacks any piece that walks into its 2 block radius that is in line with it on the monster turn, you will have to roll on the defense. It attacks two pieces’ maximum. Based on which pieces enters its range first and second.
Dragon targets lowest HP pieces (current not max) as targets. It also prioritizes any pieces that has previously engaged in battle with it in the order it has engaged in.
Ex. 3 pawns attack. The two pawns that first attacked it is targeted as they attacked, 1 then 2. Until piece is removed from vicinity or it gets destroyed.
Tamed/morphed Dragon: S Class Piece
Stats: 15 HP
KP Worth: 10
Movement: 1 MP for one square
Attack: 2 AP
AD: 4
Offense Roll: D30 + 5
Defense Roll: D30 – 1
Melee attack in adjacent squares except blind spots.
Elemental Breath: Takes 3 AP in a large 4 block radius to all pieces directly hit (max of 2). In a plus dealing “bop” damage.
Dragons Ascent: Takes 4 AP, taking a turn delay which it is removed from the board, and reappears on your opponent’s next respective turn to anywhere on the board you desire.
10 KS: Elemental breath deals default 1 damage and when landing with Dragons Ascent deals 1 damage to all nearby pieces excluding kings (including your own).
Dragon Rewards
Fully restores HP of piece

Every time you attack the dragon you get +2 on their rolls for their whole team against all beasts and the opponent gets -1 on their rolls against beasts on the next turn max of +10 and -
5. Beasts attack at the moment of appearance and in at turn 3. Example player 1 turn, player 2 turn, monster turn.
All beasts heal 1 HP after they kill a piece and give 2 HP if killed.
All beasts heal 1 HP at the end of every turn.
Impending Kill: Beasts Attack a total of 2 pieces once each or if only 1 piece, once per BEAST TURN. (unless specified) Based on lowest HP of surrounding pieces. If there are multiple pieces with exact HP it attacks all pieces. Ex 3 pieces A. 1.5 HP B. 1.5 HP C. 1 HP. It strikes the 1 HP first and the A- B sub sequentially based on which piece stepped into its attack zone first.
Tamed beasts change particular stats/rules.
All tamed beasts have a minus 2 on defensive roll instead of 1 unless otherwise specified.





Doors are randomly placed on 2 (1 each) obstructions on far left and right sides. Interacting with door is movement based. Not action. Exits always face left or right respectively. Pieces always appear 1 square on exit regardless of movement style.
Doors cannot be used by Kings.
Doors have 32HP. Once destroyed, it summons random A class on opposite side.
Iron Maiden
Iron Maiden is on a random obstruction. If exposed, it swallows the piece (A, B, C, D). Every turn it remains inside it deals 1 damage. Iron maiden can be attacked needs higher roll than 12. Every damage it accumulates is stored as blood. When it is broken, it gives the slayer KP = to blood absorbed. Direct vicinity of maiden gets swallowed. If 2 or more units of the same player are next to it upon appearing it swallows the one closest to dragon’s center. If there are 2 units or more of opposing players, both players roll one six sided dice to determine who is affected by the maiden. (Losing roll is put into maiden).
Obstructions spawn at the end of players 5th turn each/2 total after 10 turns.
Golden Armor
Gives +1 Armor to piece that picks it up. This substitutes for HP and is lost when damaged.
Mound of Weapons
Gives +2 on attacking rolls and reduces opponents roll by 1. exclude King on piece that picks it up. Takes 1 Action Point.
Treasures contain the following:
1. 4 KP
2. 3 out of stock points
3. 1 random Positive card
4. 1 unused C monster (tamed) Defense
5. 1 unused B monster Defense
6. 1 unused A monster Defense
Pieces retain abilities upon capture + kill worth.
1 Treasures can be collected by King.
Treasures take 1 AP to collect in direct squares.
2 Treasures in random obstruction start of game.
A card slot is always facing up and showing the faction special ability.Opponents can always ask when the special ability cool down is currently at. 5-8 turn abilities can be saved in active positive slots. Otherwise cannot be stacked.
A . Balanced
B . Needs to be reworked.
X . Imbalanced/Unusable
Passive abilities:
1. A / Master of the Void: You must Roll a dice every turn. If you roll 18 and above you get one additional point that can only be used on this turn, if it is not used this turn it is wasted. Additionally, this takes from your points pool. If you roll 24 you get two points that can be reserved outside of your points pool. However, when you reach your points cap you cannot draw any more cards or gain additional points outside of rolling a 24 on this ability.
2. A/ Conqueror: King gains 1 spawn point every time it kills a unit additionally it can use points. You can choose to use cards on your king (These are limited to cards that have * symbol). These take away from your max point stock.
3. A/ Tenacity: When taking damage in battle, you can select your piece to take half the damage instead. Starting off with 1 charge. Additionally, to gain charges you call 3 numbers on a 24 sided dice at the start of the game, at the beginning of every turn you roll, if you roll correctly you gain another charge.
4. A/Impending Kill : Anytime you successfully attack and the target does not get destroyed, add 1 kill point to your piece that did the attack. Furthermore, if you do end up destroying the piece, you gain an additional .5 kill point.
5. A/ Tyrant : King gains Kill Streak Rewards. (Cards and effects that are applicable now can apply to this kill streak).5 KP Battle Hardened: Anytime the King battles a piece it reduces their roll offense & defense by 1. Additionally, if the King battles the same piece this stacks. (Opposing kings Excluded) Max of -5. 10 Kp Triumph : Every Kill heals the King by the class that was killed. D = .5 C = 1 B = 1.5 A = 2 S = 3
15 Kp Death or Service : Choose to activate or not. If your King successfully lands a killing blow, roll a six sided dice. Call even or Odd, if called correctly, The piece is brought to your spawning zone with only 1 hp. Meaning if a Knight is brought it will have 1/3 hp (it can recover this through other means). The piece retains all and any effects it had prior. Piece Cannot be used the turn it is converted. If incorrectly called , the piece is slain and normal rules apply.
6. A/ Art of War: All pieces take 1 less Mp to move from originating starting position. (This also counts for any spawned pieces).
7. A/Heavy strike: If a piece of yours rolls higher than 80% of its value on a subsequent attack its damage is not reduced. The value is based on the number on the dice, if not applicable the total number. (If this procs the first time but not on the 3rd attack, the 3rd attack is assumed to be halved twice , ex: 3 Dmg 1st attack, rolling 80% 3 dmg 2nd strike, rolling under 80% 3rd strike .75 dmg. )
8. A/ Thick Hide: If you are attacked and lose to a roll that is low (20% of the roll on the dice or if not applicable the total number) you take half the damage.
9. A/ Anticipation: any time your opponent rolls call 2 numbers, if you called correctly on the offense add 1 additional strike point. If called on the defense add an additional guard point. If called incorrectly the number is saved and more can be added as your opponent rolls, when your opponent rolls a stated number this is reset. Furthermore, you cannot exceed a total of 5 extra points outside your pool for this ability at one time. All these points are outside of stocks.
10. A/ Killer mentality: Roll once every turn using 24 sided dice. If you get 19 and above add an additional kill to your chosen piece. If 24 or 1 adds 2 additional kills.
11. A/Never say Die: Roll a D6 if your king is slain it returns the next turn with hp equivalent to the rolled amount.
12. A/ Life gives you Lemons: Can store Neutral or Negative cards. If you cannot store, regular rules apply.
13. A/ Sore Loser: Gives the option to knockback after losing a piece in battle. Choose one space away from your piece. Cannot knock back a piece into any occupied square.
14. A/ Blood offering: Gives an additional chance to roll (Defense or Offense), however must sacrifice a piece(s) equivalent to 5 spawn points. These can be used from your spawn points stored.
15. A/ For the King: Must be used on your turn. Can sacrifice A piece per turn to regain kings Hp. D class 1.0 / C class = 1.5 hp/ B class = 3.00 hp/ A class = 5 hp / S class = 7.5 hp
16. A/ Rock Eater: Obstructions count as 1 kill. Once you destroy 3 obstructions you heal one hp.
17. X/ Alpha Gene: At the start of the game select a Class (S,A,B,C,D), you cannot change the class after it is chosen .When you have 3 (or 2 S) of the same type of class piece you get the following effects..
3 or more Swarmer : Gains group Leap. Alpha swarmer can cast this once and brings any and all squad up pieces.
3 or more pawns : Double Leap
3 or more defenders: Can use guard points to heal itself. 1 point for 1 point. This action takes .5 AP to use per conversion.
3 or more Strikers: Every turn two times per turn a successful attack grants an additional action point that can be used by any strikers.
3 H pawns : Starts with 4 Heal points and 2 Kill points
3 Alpha Pawns : True Crit. Critical strike requirement is reduced by 2, additionally when critical striking, it reduces opponents roll by 3.
3 Power Pawns : Does 1 extra Damage and heals for 1.5 every kill.
3 Fluxuator : Gives Alpha fluxuator the next 5 turn bonus.
3 Morphers: Morphers can attack an extra square past the 1st one. Ie: one and two spaces ahead of itself in a +.
3 Raptors : These pieces for every double on the starting offense roll gain additional 6 sided dice. Or for triples 2 extra dice.
3 Reapers: Any time Alpha Reaper Kills it adds an additional strike point outside of max point stock.
3 Bulls : Reduces the defensive roll of the attacked piece by 4.
3 Knights : Adds an additional escape roll of your choosing + Alpha Knight uses an additional square on both sides on its movement.
3 Rooks : requires 3 kills for first kill reward.
3 Bishops : Can move 1 square left or right for 2 Mp and 2 Ap
3 Guards : Attacks with 1 more range
3 A Class : Enables Queen Light attack, in immediate vicinity 1 Ap for 2.5 Ad
: Enables Dragoon Royal Blood roll.
: Enables Alpha Spade to move using 1 MP in a small L.
: Enables Modifier 4 cost free spells.
2 S Class : Reduces damage taken for the next 3 times by 2.
You must have at least 3 (or 2 s class) of the same type in play at all times. When you select a piece, you cannot select another until the one picked is destroyed or you have two or less pieces. You can select a new piece only at the start of your turn, this piece is also healed the 1 hp if it is missing.
18. B/ Rabies: For the remainder of the game you receive 1 extra type of point dubbed Rabie, these take away from your points cap. A rabie point enables you to use it on one D class piece for 1 type of effect per point. Must choose only 1. Effects are as follows.
+3 on attacking dice roll, +1 to Ad to one type of attack, +1 as a D class specific action point.
Multiple types of points can be used on the piece. These effects last only for the instance it is used and must be used before the rolling of any dice in combat. Using one rabie point on a D class reduces it’s hp by 1. The hp cannot be reduced past .25 however more points can be used on it. Any kills this piece gains adds the 1 hp before rabies reduces its hp.
19 .A/ Kings Rally: You gain 40 spawn points at the start of your first turn. These do not count towards your points limit & also do not allow you to start the game with any pieces besides your king. Furthermore, you can only spawn one unit per turn with these points. Additionally, you do not halve your kings hp when you lose the necessary pieces during any point in the game. All these pieces must be spawned in spawning zone. These pieces can move but cannot attack at in the same turn they are spawned.
20. A/Magicians sleight of hand : After drawing 5 cards you gain 1 charge. Charge effect: Can use drawn card twice. Cannot accumulate more charges until prior one is used. When it is used , must draw another 5 cards before another charge is gained.
21. B/ Devolution Genome : Use 5 spawn points to select a A,B,C,D piece. When the piece dies- a new piece in place of it is brought out on the spot it had died 1 level class lower. This counts as a new piece, kills effects etc. are all reset. This only happens once.
eg. Knight -> Raptor, Rook -> Power Pawn.
5 Turn ability
22. A/ Art of Fusion: Can fuse or defuse your own pieces together. Must all be in line with one another to form a different piece. Piece must be equivalent to the number of spawn points or more. Cannot use damaged pieces. (This combines kill points if applicable)
23. A/ Crop Destroyer: Roll a six-sided Dice. The amount you roll is the amount taken off your opponent's Max point stock.
24. A/ Magma Flow: Select 2 squares to permanently move out of play outside your opponent’s immediate base (first two rows). Cannot pick any occupied square.
25. A/ Sated Appetite: You must select a piece of yours- it cannot upgrade via kill streaks, if you choose one with kill streaks it is reverted to its original piece. This can only be used on pieces that is able to gain/use kill streak abilities.
Additionally gain 2 spawn points outside your max stock.
26. A/ Elixir of Life: Choose any piece including your opponent’s and monsters, targeted piece heals the amount you roll using the 6-sided dice, S class pieces heal half the amount. The piece must remain inactive for one turn for the healing to take effect. Meaning the next turn the piece does not move it is healed for the amount. As long as it moves during your turn it is not healed.
27. A/ Terraformer: Place or destroy three obstructions. You can place and destroy however many pieces of three. If there are any things underneath them they are exposed and regular rules apply as if it is destroyed.
28. A/ Impact strike : For the remainder of the turn none of your pieces have reduced damage on subsequent attacks.
29. A/ Super Serum: Adds one attack damage or hp to your chosen piece for 5 of your turns (Meaning this effect expires), Kings cannot be targeted. If It’s a piece with multiple attacks, select one attack type to boost. This ability cannot be used on the same piece twice.
30. A/ Blood Stimulator: (S,A,B,C,D) Select a piece of yours and a piece of your opponents, anytime either gain Kill points the other gains the same amount.
31. B/ Speed force: Take 1 from opponent’s movement point stock and add it to yours. If they do not have a movement point stored, add two to yours from your stock. This ability is active on next turn it is used. If it is not used on the next turn it is wasted.
32. A/ Corrosive Spell : Select an A,B,C,D opponents piece, Roll a D6 reduce the pieces defensive roll by the total of number on the dice. If this piece changes form or state this effect is lost.
33. B/ Represenitive : Select two A,B,C,D Rank pieces. Chosen pieces switch both attack and movement style, but is considered the same piece for two turns including the turn this is activated. This must be used at the beginning of your turn.
34. A/ Rigormortis: The next piece of yours destroyed freeze’s the opponents winning piece for 2 of their turns after the turn it was destroyed. Frozen piece can be targeted. This affects movement only.
35. A/ Lucky number 7's: Draw 3 cards, select one to use, select as active positive (If applicable) or store if slot is available. However, you have to pick a card. Discard remaining 2.
36. A/ Optimist: As soon as active, next time you draw a negative card it is discarded without substituting. This ability cannot be stacked. (Special ability can only be started after this effect is used. Meaning you start the 5 turns counter only after the negative card is negated.
37. B/Promotion/Demotion: Choose one A,B,C,D piece that you can increase it's dubbed rank and class, or to decrease it's dubbed rank and class. This does not change its type of movement or the cost of movement/attack, however it does change how the piece rolls on it's dice. This effects the kill value.
38. A/Empowered Will : Choose a piece, then roll a 2 x 6 sided Dice, Add the total to your dice rolls for the remainder of the turn.
39. A/ Battle Orders: D class gain 2 additional movement points and C class get 1 additional movement point on the turn this is activated. To use this ability, you need to have at least one B class piece or higher. Kings excluded.
40. A/ Momentum: You can only use this after using a positive card, then you Draw three cards, all three are used when drawn according to cards rules and in order they are drawn. If they are all negative, you discard them all for additional 3 points of your choosing outside of your pool.
41. A/ Recall: Can recall any unit (excluding king) to spawning zone you or opponents, on any turn you or your opponents. You choose where.
42. A/Divine Protection: Select a piece that has won a battle, the selected piece is invulnerable for opponents next turn. This means it cannot be destroyed by any card or other effects. If on this turn there was an effect that would have destroyed this piece it is permanently negated. (This piece can still be attacked and take damage).
43. A/ Reinforcements: selected attacking piece can be supported by a friendly piece, if selected piece is defeated, the supported piece battles and if it wins the defending piece is damaged according to the supporting piece's stats. However, if the defending piece defeats both, both pieces take the damage. The piece that is supporting needs to be within 4 squares adjacent in any direction of the original piece. The supporting piece counts as the piece that has engaged in battle, and if the supporting piece wins it gains the kills points. The opponent ReRolls for the second battle.
44. A/Tactical Retreat: Selected piece is removed from battle, and is placed two spaces in any direction they desire, the piece must move 2 squares in a direction. This must be stated before the roll.
45. A/ Amateur Alchemy x5: Spawn one pawn next to another piece for the turn it's active. Excludes king. This pawn has 2 movements and 2 attack points separate than your own. Doing so takes 2 points from your points cap. These can be taken from your points stored.
46. A/ Hyper Armor: Pick a piece the piece retains one armor which is substituted for a maximum of 1 hp when damaged. This armor can be stacked but cannot be regained or regenerated. (Unless a specific card, effect, etc. applies)
47. A/ Combat Ready: Select a piece of yours- transfer the pieces unused kill points for strike or guard points- the minimum amount is 2 KP for 1 strike or guard. These are outside your points pool.
This cannot be used on destroyed pieces. (Piece must be on the board).
48. A/ Venomous Weapons: Select a piece, Selected piece when successfully attacks 0.5 damage at the end of each turn that passes for a total of 5 turns. This ability can be refreshed if the poisoned target is attacked again by the selected piece. If the piece dies or changes its form/state this ability is removed. Pieces that are destroyed as a result of the poison do not give any kill points.
49. A/Glassification : Select a piece of yours, piece’s max hp is reduced to 1 hp, however upon being destroyed as a result of an attack- it prevents the death of the selected piece once.
50. A/ Obsidian Blade : Select a piece of yours- the piece no longer takes damage when failing an attack.
51. A/Looters: When activated gain a total amount of points equal to the total pieces you have slain. When this ability is used- on next use you cannot count the prior pieces used to gain points and only works on any additional pieces slain.
Requires 8 turns
52. A/ Exposed Weakness: Permanently reduce opponent A,B,C,D piece’s max hp or max attack by rolling a six-sided dice. The lowest possible amount of hp or attack is 1.
53. A/ Regressive Gene: Select two A,B,C,D pieces of yours or 1 S. The piece no longer gives any Kill Points when slain.
54. X/ Cheat sheet: You can abnormally use two cards on your turn. i.e.: legendary shield for attacking piece, need for speed can gain two attack or spawn points. spies: look at your cards. Some cards are not applicable. Must be reversible in wording. Teleportation: Can only teleport piece into opponent’s base.
55. A/ Hyper mode active: Selected unit gains three additional attacks and movements on one of your turns. On this turn you cannot use any other pieces and cannot use any additional movement or attack points. every consecutive attack is halved; however, attack cannot be reduced past 1 damage.
56. A/ Megaton strikes: Choose a piece, chosen piece does not get their damage reduced on subsequent strikes. If this piece has multiple attacks must choose one. (If this piece is destroyed, fused or changes its form the effect is lost).
57. A/ colosseum: You pick 3 different pieces of yours and your opponent picks 3 different pieces of theirs. Both of you roll offensive rolls- Additionally all your pieces gain an additional +5 on their rolls. If your pieces win the battle it does full damage, if your opponent wins it does half the damage. If any pieces are killed, regular kill point rules apply.
58. A/ Lock Down: Opponent is forced to draw for the next 3 turns. In the next three turns if any positive card is drawn it is discarded. They do not gain any points for discarded cards. (This excludes positive hidden cards).
59. A/ Anemic Plague : Target 2 A,B,C,D or 1 S class piece- piece cannot activate any kill streak abilities they have not activated yet.
60. A/ Stolen Goods: select one or two of your opponents drawn, Hidden, visible, stored or stored active card and add it as additional storage slots until it is used.
This affects point accumulation for your opponent if you select drawn. Additionally, you can accumulate points even with those specific additional cards. However, these cards can still be targeted by other cards (ex: witch craft) The max number of cards you can keep with this ability is two.
61. X/ Speed Demon: Reduce opponent’s timer on their turn to 15 seconds for the next 3 turns. Each time they fail to use all their default attack & movement points, you gain 1 movement point from your max stock.
62. A/Total Recall: Recalls all your pieces in your starting area on your turn. You choose where. 70 seconds to choose. Any pieces still not placed is kept where it was before this effect. All pieces returned are healed 1 hp. Kings are not affected by recall or hp.
63. A/ Nuclear Missile Program. At the start of your first turn you will generate 4 Randomized (by number generator) squares outside of your base (3 outside from your baseline). These numbers are known to you only. These squares are active as soon as you gain your special ability. The squares are destroyed and out of play. If a unit is on there it takes a total of 5 Damage. Furthermore, all squares adjacent to the square deal 2 damage to any piece. If on second use it targets an out of play square it is rerolled. If this ability hits a king it does 5 damages.
64. A / “We Have The Technology” : Change two A,B,C,D Class pieces into another of the same rank. Rank difference can only be exact - cannot be lower rank. additionally, you can Evolve 2 D class pieces into C class pieces must be exact 1 level up rank difference eg. D-C -> C-B. This heals the Hp of the chosen pieces by 1. Pieces Do not change Hp amount unless the piece was at full hp. Example : Bishop 3 Hp 🡪 Rook 3 Hp (+1 healed hp) vs Bishop 4 Hp 🡪 Rook 6 Hp. Kill points are transferred as well.
65. A / Master Alchemy x 8: Enables you to Duplicate a piece next to a square and gives it 2 movement /2 attack points. These clones can gain kill points and are destroyed at the end of the turn. This ability can be used during any turn. Furthermore, if the cloned piece alters its state it remains in play as a permanent piece. (Such as a clone pawn reaching it's kill streak).
66. A/ Summon Ya-giri giri The Unholy: roll 24 dice 3 times, you do damage equivalent to the roll to a selected piece. if your roll 10 1 hp 20 -2 hp 30- 3 hp 40- 4 hp 50- 5 hp 60 – 6 , 70 -7hp if you roll 66 or higher the target is permanently destroyed and removed out of play (Piece cannot be revived or restored even by anomaly).
Kings cannot be targeted.
67. A/Excalibur: This is only active the turn it is used – Grants king 2 additional D6 on dice rolls. If your king gains confidence- on the turn Excalibur is used its movement imitates a queen. (Not Attack pattern). If used on attack and successfully slays a unit- reduce the total wait time of this ability permanently by 1. (This is stackable).
68. A/Pirate Bay: Select two rows excluding your two starting ones. When activated all the pieces on those two rows take one damage each. This includes monsters. This does not affect any obstructions. Kings are not affected.
Once per game ability.
69. A/ Hoarder: Gain 3 additional stored card slots.
70. A/ Golden Pot: This ability must be used within 15 turns if you do not it is lost.
You gain 3 charges. A positive charge, A Negative charge, and A Neutral Charge. Each charge allows you to select a card from that type in the discard pile, this is placed in an out of play storage slot.
The card picked must be used in the next 3 turns, if it is not – it is destroyed.
71. B/Ember Blades: This can be activated on your third turn. This is active on all current pieces not on any spawned afterwards or upon death. Once anytime an opponent’s piece is attacked by the pieces this is applied to - reduce opponents defensive roll by 2 per different unit.- stacking three times to a total of -5. (-2,-4, -5) (King excluded)
72. A/ Cards of Fate: draw 10 cards, choose 5 any type card of the 10 and save it as a side positive card slots. These slots are exclusive and can still accumulate points, additionally these cards are immune to target cards. The rest of the 5 cards are discarded to the discard pile. you must choose within 30 seconds.
73. A/ Elite force: Spawns additional pieces. Roll 3 six sided Dice, the amount rolled is the amount of additional spawn points you gain for the remainder of the game. When this ability is used it requires 3 turns after for it to take effect.
74. A/ Beloved King: After 8 turns gain the usage of this ability. When activated all allied pieces that land on or are on a square adjacent to the king gain +3 on their dice rolls for the turn. Yours and opponents turns. This effect is continuously in play after special ability activation. (To clarify this effect does not stack but is lost after the turn, but can be regained upon meeting the conditions in any follow up turn).
75. A/ Feared King: After 8 turns gain the usage of this ability. When activated any enemy piece that is on a square adjacent to the king has -3 on their rolls for the remainder of the turn. Yours and opponents turns. This effect is continuously in play after special ability activation. (To clarify this effect does not stack but is lost after the turn, but can be regained upon meeting the conditions in any follow up turn).
76. A/ Gnome king : Once used Your D classes gain the following effects/changes.
This ability is disabled if you have any C class units or above.
Rana- Pawn : Pawns are allowed one leap every turn.
Bone Dry - Scavenger : Scavengers do not give any KP or hp upon being slain.
Crypsis – Swarmer : Swarmer’s cannot be attacked or damaged by monsters including dragon.
Pickaxe – Miner : Miners Chisel does 2 damage.
Hidden Cache- Striker : Every successful attack by a striker generates one out of stock point of your choosing.
Hidden Cache- Defender : Every successful defend by a Defender generates one out of stock point of your choosing.
Tendrills – Hpawn: Hpawn’s gain a free soul drain every turn.
Brain Scramble – Invader : Brain zap if successfully lands stuns the piece for the opponent’s next turn. (Kings excluded).
Bannerman – Fluxuator : Fluxuators no longer have flux capacitor instead a Fluxuator counts as 3 units on the field.
77. A/ Grand Bazaar : Can only be used after 8 turns. When used converts all your points and future points to Multi points. Multi points can be used and converted to any type of point.
Usable during any turn/Passive B Transitional Abilities
78. B/ Trophy Hunters:
Passive Usage: for the first 4 turns All your pieces gain an additional +1 on their dice roll against higher class pieces by the difference in rank. (Ex Alpha Pawn 🡪 Queen = +2 on Dice rolls.
5 turn Usage - Giant Hunter : Turns start after passive is disabled. Select a lower class piece that has killed a higher class piece, this piece gains permanently +1 ad and +2 on their attacking dice roll, additionally killing higher class pieces for this piece are worth 1.5x the kill points.
8 turn usage – Goliath Hunter : / Select a lower class piece of yours. Anytime this piece attacks a higher ranked piece it increases it’s roll by adding a 6 sided dice to its roll based on class difference. Additionally, it gains +1ad and +1 to max hp and heals fully anytime it successfully destroys a higher class piece.
1 Per Game Ability- Monster Wrangler : Active after 5 turns after acquiring 8 turn ability. Select a piece of yours anytime this piece successfully wins a battle (defense or offense) against a higher ranked piece( including S class) and does not kill it, the opposing piece is imprisoned anywhere in your base until it is freed. (Touched by opponents piece in any adjacent squares). The imprisoned pieces cannot be attacked and until freed is considered removed from opponent’s total unit count.
This ability is used up and cannot be recharged unless specified by any other effect.
Victory Reward (only counts with winning spree's needs to win at least 2 consecutive victories)
Industrial power: Add additional 5 (10,15, 20, 25) spawning points at start of game.
Enchanted Armor: King starts with additional 20% hp / 40%/60%/80%/100%.
War Paint: Dice roll while attacking permanently +1 (2,3,4 5)
Natures blessing: Negate any 2 card effects chosen at any point through out the game. (4,6,8,10).
Master Slayers: Reduces number of kills required for your pieces by 1/2/3/4/5 for the first streak and .5/1/1.5/2.0/2.5 for the second/third etc. streak. Pieces kill required will never go below needing 1 kill.