5.0 About the Cards

5.1 Hero Cards

5.1.1 Any Allegiance Hero can be added to factions allied to the Allegiance.

5.1.2 A Player cannot have two of the same Allegiance Hero on the Battlefield.

5.1.1 Any Shard Hero can be added to factions allied to the Shard.

5.1.2 A Player cannot have two of the same Shard Hero on the Battlefield.

5.2 Unit Cards

5.2.1 A Player can hire a unit from their hand if they have enough gold.

5.2.2 A Player cannot move a unit that is newly hired unless there is a card that specifies otherwise.

5.3 Mercenary Cards

5.3.1 When played from a Player's hand, mercenaries must be played off to the side of the Battlefield.

5.3.2 You can only play 1 mercenary off to the side in 1 turn.

5.3.3 When played off to the side if the card says “Draw another card” you would draw a card.

5.3.4 Mercenaries are only hired once they are played on the Battlefield. You DO NOT spend the summon cost of the unit when playing it off to the side.

5.3.5 Mercenaries can be summoned directly onto the field only if a card or unit specifies a Player can do so.

5.3.6 After the card has been off to the side for 1 turn, on any of your future turns you may pay the card’s summon cost to bring it on to the field anywhere in your spawn zone.

5.3.7 Mercenaries can act as soon as they enter the Battlefield.

5.3.8 A maximum of 1 mercenary can be played on the Battlefield in 1 turn.

5.4 Animal Cards

5.4.1 When played from a Player's hand, animals must be played off to the side of the Battlefield.

5.4.2 You can only play 1 animal off to the side in 1 turn.

5.4.3 When played off to the side if the card says “Draw another card” you would draw a card.

5.4.4 Animals work the same as mercenaries but animals can’t be summoned onto the field with gold since they don’t have a cost. Instead, to summon an animal you need a unit to use the ‘Summon Pet’ or ‘Call Pet’ ability

5.4.5 Animals can be summoned directly onto the field only if a card or unit specifies a Player can.

5.4.6 After the card has been off to the side for 1 turn, on any of your future turns you may use abilities from units or heroes to bring it on to the field anywhere within a radius of 1 from the unit or hero.

5.4.7 Animals can act as soon as they enter the Battlefield.

5.4.8 A maximum of 1 animal can be played on the Battlefield in 1 turn.

5.5 Token Cards

5.5.1 Tokens can be spells as well as units.

5.5.2 There is no limit to the number of tokens that can accompany a Player's deck.

5.5.3 Tokens that have a value greater than 0 can be included as part of a Players Token Pile if it is calculated as part of the 100 total value of a Players deck.

5.5.4 Tokens can be summoned to the Battlefield or as a spell when a Player's unit or hero specifies one is required.

5.6 Item Cards

5.6.1 Unless a unit has dual wield, only 1 Item card can be used at a time (2 max for those with dual wield).

5.6.2 Items have limits on what types of classes can use the cards (specified on the card).

5.6.3 Items can be equipped by unit cards in play on the Battlefield.

5.6.4 Items cannot be stacked unless specified differently.

5.6.5 An item can be equiped at any point during a player's turn.

5.6.6 An item can be used at any point during a player's turn.

5.6.7 Most items are neutral cards (can be used by any faction).

5.7 Equipping Items

5.7.1 To equip an item to a unit just place the item below the unit. The bonuses are on the left and right edges of item cards are there so part of the card can be kept visible.

5.7.2 Move equipped items with the unit they are equipped to.

5.7.3 If a unit with an equipped item dies, you may pay the value of the item to put it back into your hand.

5.7.4 You may equip an item to a hidden unit just as you’d equip it to an unhidden unit. Equipping a hidden unit does NOT reveal it. You also do not have to reveal the item equiped on hidden units.

5.7.5 When a unit dies you may pay the VALUE of the item to put it back into your hand. If you don’t pay the value, the item goes to the discard pile.

5.7.6 Some units may have an ability called “Snatch”. This ability can steal an item from another unit. When the unit that has snatched an item dies the item returns to the original owner’s discard pile. You may NOT pay the value of a snatched item to return it to your hand.

5.8 Spell Cards

5.8.2 Casters can use the scribe ability to search for a spell and add it to the Player's hand.

5.8.3 Some spell cards have limits on what types of classes can use the cards.

5.8.4 Some spells can only be cast by unit or hero cards that are in play on the battlefield.

5.8.6 Some spell cards provide bonuses to different attributes (the bless adds +2 bonuses to attributes).

5.8.7 Some spell cards can be played by a player during the other Player's turn.

5.8.7 Most spell cards are neutral.

5.9 Income Cards

5.9.1 There is a limit of only 1 income card playable per turn.

5.9.2 The "Double Production" card does not apply to the income cards.

5.10 Terrain Cards

5.10.1 The Grassland terrain has a 0 value and does not have any modifiers.

5.10.2 The Water terrain stops movement (flying, leaping and undead are immune to the movement penalty).

5.10.3 The Forest terrain stops movement and attack from cards (rangers, druids and hunters are immune to the movement and attack penalty). The Forest card also blocks LoS for all cards.

5.10.4 The Spawner terrain has a 0 value and does not have any modifiers. Units can start on any terrain owned by the player that is a spawner and is unoccupied.

5.10.5 The Teleporter terrain only costs 1 MV to enter. A unit can travel to any other unoccupied teleporter on the Battlefield without using additional movement. Units can attack other cards after teleporting.

5.10.6 The Gold terrain allows any unit ending their movement to gain an additional gold.

5.10.7 A unit ending their movement on a Mana Pool can use one ability without expending SE.