6.0 Special Cases

6.1 Units or heroes with mining or stealing gold ability can use their turn to earn more gold.

6.2 Some units or heroes can mine for crystals (search deck) instead of gold.

6.3 Units or heroes can mine at any point during a player's turn.

6.4 Some units or heroes can mine faster for even more gold.

6.5 The magic pick axe is an item card that when equiped doubles gold earned.

6.6 The increased production card doubles gold earned from mining.

6.7 Allies do NOT take damage from area of effect (AoE) attacks that hit them.

6.8 If an AoE attack kills an ally, your opponent will still receive the bounty value of that unit in gold coins.

6.9 Hidden units take AoE damage just as an un-hidden unit would.

6.10 Poison damage is delivered at the end of a player's turn

6.11 There is no stack on the Battle Cry ability

6.12 Some cards or abilities allow cards to retreat back into a player's hand.

6.13 A unit or hero with dual wield ability can hold two magic items and each item benefits from its bonus damage.

6.14 Totem cards persist until the start of the player's next turn (the affects can persist on other player's turns).

6.36 Totem spell cards trigger at the end of each turn.

6.36 Totem spell cards that do not cause DMG can be benefited by opponent players.

6.15 On the player's turn  totems can benefit from buffs like rally.

6.16 Casters can resurrect units or heroes using spell cards.

6.17 Resurrected cards can be removed from the cemetary and placed back into a player's hand.

6.18 Moongate spells can call cards from a players deck into a player's hand.

6.19 Only one moongate can be cast per turn.

6.20 Some units or heroes can summon units, animals or mercenaries directly on the Battlefield adjacent to the summoner.

6.21 Summoned cards are treated as if they are newly spawned and cannot move until the following turn.

6.21 You can only call or summon 1 pet unless you have the "2 pets" as an ability.

6.22 A unit with animal summoning can opt to call a pet that is already on the side of the Battlefield. A called pet would get a turn right away.

6.22 A player can equip hidden units without becoming visible.

6.23 Invisible units are subject to the same rules of becoming visible when an action is performed where it does not specify "can remain hidden".

6.24 Undead token zombies and skeletons can be summoned to the battlefield and are treated as if they are newly spawned and cannot move until the following turn.

6.25 Undead token zombies and skeletons can be controlled by either player but only if facing the direction of the player.

6.26 Undead token zombies and skeletons that are not owned by the player cannot be controlled unless a card specifies otherwise.

6.27 The total number of levels of necromancer on the Battlefield is the total number of undead that can be controlled.

6.28 Undead tokens on the battlefield with no necromancers available do not get a turn.

6.29 When cast, the "Undead Curse" spell card results in any unit or hero that dies within its radius to turn into a token zombie.

6.30 The "Undead Curse" spell card persists until it is dispelled.

6.31 There is a maximum number of pets allowed on the battlefield equal to the number of units or heroes with pet summoning or pet calling abilities.

6.32 Pets are still controllable if its master dies.

6.33 Trap tokens can only be played on the opponents turn.

6.34 Traps can be dispelled by the "remove trap" ability and by spell cards.

6.34 Traps can effect hidden units.

6.34 If using remove trap while hidden, it reveals the unit.

6.35 Shamans and druids can place totem spell cards onto the field of play

6.39 The immunity card is immune from the first attack. Subsequent attacks can cause base damage.

6.40 Units are allowed 1 item unless it has dual wield

6.41 You can only drain SE if your opponent has SE to drain

6.42 When Bogg uses Earth Shaker ally units also take DMG. Any allied unit killed gives KP and Gold to the opponent.

6.43 Mercenaries add to the total SE when they are brought onto the Battlefield.

6.43 Animals do NOT add to the total SE when they are brought onto the Battlefield.

6.44 Rescue adds a card's SE to the total SE when brought onto the Battlefield.

6.44 When the Spider Queen turns into a coccon, as long as it has HP left, it can turn back into its normal form and have a turn at no extra SE cost.

6.44 Multi Shot and sweeping strike ability only lose one basic attack if negated by a spell card.

6.44 When playing 2vs.2 co-op, you can switch 1 terrain card with your ally.

6.44 When playing 2vs.2 co-op, each turn players on the same team can decide who goes first.

6.44 When playing 2vs.2 co-op, players on the same team can share spells and items.

6.44 When playing RPG mode, players can "leave the dungeon/map" by using the units turn. This is done by turning the card facing upside down. The opponent gets one turn to still attack the card.

6.44 When playing multiplayer modes, the player with the killing blow gets the gold.

6.44 When using charge or leap, ending a turn in the mana pool allows the use of the SE bonus as long as the player has enough SE at the start of the turn.