Talismanic (Mark)
(Talismanic)
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« Reply #1 on: February 13, 2011, 11:09:44 AM »
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PARTIAL SPOILER LIST (from BGG)
Here's a partial spoiler list. Contains all village cards, settings, and Thunderstones. Missing about half of the heroes and monsters and all of the treasure.
Heroes:
Belzur Curate level 1 Cleric, cost 5, str 4. Magic attack +1. Dungeon: Draw 1 card. Village: Destroy 1 disease to gain 2 gold. Cabal Astrologer level 1 Wizard, cost 7, str 3. Magic attack +1. Magic attack +1 more for each spell you reveal. Chulian Rat level 1 Thief, cost 5, +1 light, +1 gold, Str 4. Attack +1. Evoker Pyroclast level 3, Archer/Wizard cost 11, str 6, VP 2. Attack +4 against rank 2 or higher. Dungeon: Destroy 1 XP for Magic Attack +4 and light +3. Flame Hero level 3, Fighter/Wizard Cost 12, +2 light, VP 1, str 6. Attack +3. Additional magic attack +2 for each light you have above light penalties. Spoils: Buy a light item. Gorinth Miser level 3, Wizard Cost 11, +1 gold, VP 2, Str 5. Magic attack +1 for each card you reveal with a gold value (including this one). Dungeon: Destroy one card without a gold value and draw 2 cards. Half-Orc Marauder: Fighter-Thief, cost 10, str 5, gold 1, Attack +2, Dungeon: Destroy a Food to gain Attack +2, and force each other Player to discard 1 card. Half-Orc Dervish level 3 Fighter/Thief, cost 13, str 6, gold 2, VP 2. Attack +3. Dungeon: Destroy an item to gain attack +2 and force every other player to discard a card. Dungeon: Discard a card to gain attack +2. Phalanx Footman Level 1, Fighter, cost 5, str 5, Attack +2, additional attack +1 and strength +1 for each other Phalanx you reveal. Requires 6 experience to level up. Phalanx Officer Level 2, Fighter, cost 13, str 7. Attack +4. Village/Dungeon: Draw a card for each other Phalanx you reveal. Worth 1 point. Stoneguard Tanker level 3, Fighter, cost 13, str 8, VP 2. Attack +6. Additional attack +4 if a weapon is equipped. Additional attack +1 per mercenary revealed. Spoils: Put aside all revealed mercenaries, after refilling your hand, add those mercenaries to your new hand. Terakian Templar: Fighter-Cleric, cost 13, str 5, 2 VPs, 1 light, Attack +4, Dungeon: Discard a Disease or Villager to draw 2 cards and gain an additional Attack +2. Spoils: Buy a Villager. Veteran Warrior level 1, Fighter, cost 8, str 6, attack +3 Veteran Berserker level 2, Fighter, cost 11, str 7, Attack +4, Dungeon: Destroy a hero to gain attack +2 Veteran Reaver level 3, Fighter, cost 13, str 8, Attack +5, Dungeon: Destroy a hero for an additional attack +4. Spoils: Gain 1 experience. Worth 2 VP. Costs 5 experience to level up. Veteran Warmonger level 4, Fighter, str 10, cost 18, Attack +6, additional attack +10 if you reveal only level 3 or higher heroes from your hand. Spoils: Gain 2 exp. Worth 4 VP.
Monsters Giants- Fire Giant Giant 5 HP, 2 Gold, 2 VP, 1 XP. Battle: Destroy 1 hero with the lowest strength. * Dungeon: One hero gains +3 strength. Frost Giant Giant, 7 HP, 2 Gold, 5 VP, 2 XP. Battle Destroy 2 heroes with strength 5 or less. Destroy 1 weapon with the lowest weight. Mountain Giant Giant, 6 HP, 2 gold, 3 VP, 1 XP. Battle: Destroy 1 hero with the lowest strength. Titan Giant 9 HP, 2 gold, 6 VP, 3 XP. Battle: Destroy all but the two strongest heroes and all but the heaviest weapon. Hydra Dragons- Hydra Hydra Dragon 10 HP, 3 gold, 7 VPs, 3 XP. Breach: Each player discards from the top of their deck until a hero is revealed, then destroys that hero. Battle: Each player reveals two heroes from their hand or reveals a hand containing fewer. Each player destroys their hero with the highest strength. Wind Fury: Hydra Dragon, 7 HP, 3 Gold, 5 VPs, 2 XP, Double strength unless the active player reveals 5 gold. Breach: remove 2 cards from the top of each village stack which has a top card with a Gold value of 3 or greater. Water Wraith Hydra Dragon, 6 HP, 2 gold, 4 VP, 1 XP. Battle: Destroy 1 weapon. Dark Enchanted- Medusa Dark Enchanted, 7 HP, 3 Gold, 5 VP, 2 XP, Battle: Destroy 1 hero without an edged weapon before determining your attack total. At the end of battle destroy all remaining heroes without edged weapons. Orc Humanoid- Shadow Killer Orc/Humanoid, 5 HP, 2 Gold, 2 VP, 1 XP. Battle: Destroy 1 mercenary. Orc Warlord Orc/Humanoid, 8 HP, 2 Gold, 5 VP, 2 XP. Cannot be damaged by unequipped heroes. Standard Bearer Orc/Humanoid, 4 HP, 2 gold, 1 VP, 1 XP. *Attack +1 against humanoids. Undead Lich Lich Lord Undead/Lich, 8 HP, 3 Gold, 8 VP, 3 XP. Immune to magic attack. Battle: All heroes suffer strength -4 and attack -1. Deathbringer Undead/Lich, 6 HP, 2 Gold, 4 VP, 2 XP. Immune to magic attack. Battle destroy 1 spell. Tomb Haunt Undead/Lich, 5 HP, 2 Gold, 2 VP, 1 XP. Immune to magic attack. Gain 1 disease. Undead/Plague Plaguebearer Undead/Plague, 5 HP, 1 Gold, 3 VP, 2 XP. Global Effect: Whenever a monster is defeated, the player who defeated it gains 1 disease. Battle: Gain 1 disease. Hungry Dead Undead/Plague, 7 HP, 1 Gold, 4 VP, 2 XP. Battle: Destroy 1 non-disease card for each disease you revealed. Gain 1 disease. Walking Scourge Undead/Plague, 9 HP, 1 Gold, 6 VP?, 2 or 3 XP? Breach: All players gain 1 disease. Battle: Gain 2 diseases. Each other player gains 1 disease. Bandits- Thug Bandit/Humanoid, 7 HP, 3 Gold, 2 experience, 3 VP. Cannot be defeated unless 4 or more heroes are present. Guardians- Guardian of Torment Guardian, 14 HP, 1 Gold, 6 VP, 3 XP, Global: Battle effects for monsters are repeated an additional time while this guardian is in rank 0. Breach: move this guardian to rank 0.
Settings:
Grimhold: At the end of any turn where a player does not go to the dungeon, move the Rank 1 monster to Rank 3, shifting the other Monsters forward. Dreadwatch At the end of any battle the active player gains 1 disease. Regian Cove All destroyed cards (other than dungeon deck cards) are returned to the village instead. Heroes return to their stack in the appropriate spot. Barrowsdale Monsters do not generate gold. Feayn Swamp There are no light penalties. Whenever a player goes to the dungeon, that player must destroy a card at the end of battle. Dragonspire Play with 4 monster classes. The player going last divides the classes into groups of 2 and decides where to put dungeon features. Shuffle 1 Thunderstone into the bottom 5 cards of each dungeon. The game ends when both Thunderstones have been cleared. Doomgate Play with an additional monster class.
Village:
Bluefire Staff Blunt Weapon/Magic Cost 3, +2 Gold, Requires 0 Str. Magic Attack +1. Dungeon: If Bluefire Staff is equipped to a Cleric or Wizard, you may reuse a spell you have already used this turn. If you do, that spell is destroyed at the end of the turn. Burnt Offering Spell Cost 7. Village/Dungeon: Destroy 1 card from your hand. When you refill your hand this turn, draw 1 additional card. Chieftain's Drum Item/Magic Cost 3 - +2 Gold. Village/Dungeon: Name Monster, Hero, or Village and discard the top card of your deck. If you named correctly, draw 2 cards. Frost Bolt Spell Cost 7 Magic attack +3 Frost Giant Axe Edged Weapon Cost 8 Requires 6 str worth 3 gold. Attack +4. Dungeon: If you reveal a hand with no heroes that have 6 or more strength, draw a card. If it is a hero, that hero gains +3 strength. Guardian Blade Edged Weapon Cost 5, +2 gold, requires 5 str. Attack +3. If the equipped hero would be destroyed, he is discarded instead. Guide Villager/Mercenary, Cost 4, worth 2 gold, +2 light. Village: You may buy an additional card. Quartermaster Villager/Mercenary, Cost 4, worth 1 gold. Dungeon draw 3 cards, discard any that match cards already in your hand. Village: Discard any number of heroes, draw 1 card for each hero discarded. Polymorph Spell Cost 3. Dungeon: Look at the top card of the dungeon deck, if it is a monster you may swap it with one of the monsters in the hall. Draw a card. Recurve Bow Weapon/Bow Cost 6, +3 Gold, Requires 5 str. Attack +2 against rank 2 or higher. Additional attack +1 against rank 2 or higher for each level of this hero. Scout Village/Mercenary Cost 3- Village: Draw 3 cards. Place three cards from your hand on top of your deck. Dungeon: Rearrange the top 3 cards of the dungeon deck in any order. Silverstorm Spell Cost 5. Magic attack +1 for every gold revealed (rounded down). Skullbreaker Weapon/Blunt Cost 4 - +2 gold, requires 3 str. Attack +2. Dungeon: If you defeated a monster this turn, put this card on top of your deck. Soul Gem Item/Light Cost 5, +2 gold. Dungeon: +1 Light for each level of your highest level hero. Spoiled Food Item/Food- Cost 2, +1 gold. Dungeon: Each hero gains attack +1 and strength +3. At the end of battle, destroy 1 attacking hero. Thunder Ring Item/Light/Magic- Cost 3, +1 gold, +1 light. Dungeon: Draw 1 card. Choose an opposing player to discard the top card of their deck. If it is a hero, gain +2 magic attack. Toryn Gauntlet: Weapon, Magic, Cost 5, Req Str 2, Gold 3, Magic Attack +2, Strength +2, The equipped Hero may equip an additional weapon. Trader Village/Mercenary Cost 4. Village: Destroy 1 non-hero card in your hand and gain a copy of a card costing up to 2 more than the card you destroyed. Dungeon: Draw 1 card, if it is a monster draw another card.
Thunderstones
Stone of Scorn: 1 VP, Worth an additional 4VPs at the end of the game if each other player has more Monster cards than you. Stone of Terror: 0 VP, Dungeon: Draw 2 cards. Gain 2 VP for each other Thunderstone you have at the end of the game.
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