Game state:
https://docs.google.com/spreadsheet/ccc?key=0AjovnuYeeSkidG9MNFRlQW5VaTRleFQtT3dZV2k4S3c&usp=sharingFame: Goldyx: 10 /
Norowas: 16 /
Tovak: 12 /
Arythea: 35
Influence: Goldyx: 0 /
Norowas: 0 /
Tovak: 2 /
Arythea: X
Advanced Actions:Ice Shield Ice Block 3 /// Ice Block 3. Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1.
Steady Tempo Move 2. At the end of your turn, instead of putting this card in your discard pile, you may place it on the bottom of your deed deck as long as it is not empty. /// Move 4. At the end of your turn, instead of putting this card in your discard pile, you may place it on top of your Deed deck.
Training Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your discard pile. /// Throw away an Action card from your hand, then take a card of the same color from the Advanced Actions offer and put it into your hand.
Spells:Mana Meltdown / Mana Radiance Each other player must randomly choose a crystal in their Inventory to be lost. You may gain one crystal lost this way to your Inventory. Any player that had no crystal in their Inventory when you played this, takes a Wound instead. /// When you play this, choose a basic mana color. Each player, including you, takes a Wound for each crystal of that color they own. Gain two crystal of the chosen color to your Inventory.
Wings of Wind / Wings of Night When you play this, spend 1-5 Move points and move one revealed space on the map for each. You must end your move in a safe space. Moving this way does not provoke rampaging enemies. /// Play this during combat. If you entered combat with at least as many unspent Move points as the number of enemies you are facing, skip the Block and Assign Damage phases of this combat.
Restoration / Rebirth Heal 3. If you are in a forest, Heal 5 instead. /// Heal 3. If you are in a forest, Heal 5 instead. Ready up to 3 levels worth of Units. If you are in a forest, Ready up to 5 levels of Units instead.
Units:Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery /
Heal 2 /// Ready a level I or II Unit /// Gain a green mana token
Red Cape Monks Cost 7 / Level 2 / Armour 4 / Recruitable in Monastery / Attack or Block 3 ///
Fire Attack or Fire Block 4 Utem Guardsmen Cost 5 / Level 2 / Armour 5 / Recruitable in Village or Keep / Attack 2 /// Block 4. Any enemy blocked this way loses Swiftness.
Utem Crossbowmen Cost 6 / Level 2 / Armour 4 / Recruitable in Village or Keep / Attack or Block 3 /// Ranged Attack 2
Herbalists Cost 3 / Level 1 / Armour 2 / Recruitable in Village or Monastery /
Heal 2 /// Ready a level I or II Unit /// Gain a green mana token
Peasants Cost 4 / Level 1 / Armour 3 / Recruitable in Village / Attack or Block 2 /// Influence 2 /// Move 2
Monastery Advanced Actions Ice Bolt Gain a blue crystal to your Inventory. /// Ranged Ice Attack 3
Common Skill Offer:Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a blue mana token. You cannot use another motivation skill until the end of your next turn.
Motivation Once a round, on any players turn: Flip this to draw 2 cards. If you have the least fame (not tied), also gain a red mana token. You cannot use another motivation skill until the end of your next turn.
Bright Negotiation Once a turn: Influence 3 (during the Day) or Influence 2 (at Night)
Red Crystal Craft Once a Round: Flip this to gain one blue crystal to your Inventory, and one red mana token.
Healing Ritual Once a Round, except in combat: Flip this to throw away up to two Wounds from your hand. One of them goes to the hand of the closest hero (if tied, you choose) instead of to the Wound pile.
Prayer of Weather Once a Round: Put this Skill token in the center. Until start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1), and is increased by 1 for all other players (to a maximum of 5). Then take this token back and flip it.
Dark Negotiation Once a turn: Influence 2 (during the Day), or Influence 3 (at Night).
Mana Source:Blue /
White /
White /
Blue /
Green /
GreenMap:Arythea (Watno):
Level 6 / Armour 3 / Hand Limit 6 / Piles (Draw/Hand/Discard): 16/7/6 / Tactics:
1: Early Bird Crystals:
Red,
RedSkills:
Power of Pain Once a turn: You can play one Wound sideways, as if it were a non-Wound card. It gives +2 instead of +1. At the end of your turn, put that Wound in your discard pile.
Burning Power Once a turn: Siege Attack 1, or Fire Siege Attack 1.
Hot Swordsmanship Once a turn: Attack 2, or Fire Attack 2.
Units (1/3):
Peasants Cost 4 / Level 1 / Armour 3 / Attack or Block 2 /// Influence 2 /// Move 2
Norowas (theorel):
Level 4 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 16/5/0 / Tactics:
2: Rethink When you take this Tactic, discard up to 3 cards (including Wounds) from your hand, then draw that many cards. Shuffle your discard pile back into your Deed deck.Crystals:
Red,
Blue,
WhiteSkills:
Leaves in the Wind Once a Round: Flip this to gain one green crystal to your Inventory, and one white mana token.
Leadership Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack. or +1 to its Ranged (not Siege) Attack, regardless of its elements.
Units (1/2):
Foresters Cost 5 / Level 1 / Armour 4 / Recruitable in Village / Move 2. The move cost of forests, hills and swamps is reduced by 1 this turn, to a minimum of 0 /// Block 3
Goldyx (Jorbles):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / Tactics:
4: Planning If at the end of your turn you have at least 2 deed cards in your hand, draw your next hand as if your hand limit is increased by one.
Crystals:
Red,
GreenSkills:
Universal Power Once a turn: You may add one mana to a card played sideways. If you do, the card gives +3 instead of +1. If it is an Action or Spell card of the same color as that mana, it gives +4.
Units (1/1):
Guardian Golems (wounded) Cost 7 / Level 2 / Armour 3 / Recruitable in Keep or Mage Tower / Attack or Block 2 ///
Fire Block 4 ///
Ice Block 4Tovak (pops):
Level 3 / Armour 3 / Hand Limit 5 / Piles (Draw/Hand/Discard): 14/5/0 / Tactics:
6: The Right Moment One time this Day during your turn, you can announce that you will take another turn immediately after this. If you do, flip this card face down.
Crystals:
WhiteSkills:
Double Move Once a turn: Move 2 (during the Day), or Move 1 (during the Night)
Units (2/2):
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 ///
Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.
Illusionists Cost 7 / Level 2 / Armour 2 / Recruitable in Mage Tower or Monastery / Influence 4 ///
Target unfortified enemy does not attack this combat. /// Gain a white crystal to your Inventory.