CARDS OF MIGHT AND MAGIC
INTRODUCTION
Card game for 2+ players based on the Video Game Heroes of Might & Magic III.
DISCLAIMER
Might & Magic is a licensed, copyrighted property.
This is merely a fan site.
GAME LENGTH
The game ends when every player has completed 7 turns.
THE THREE CATEGORIES
Players compete in 3 Categories:
1. Might
2. Magic
3. Gold
Most cards increase your score in one of these 3 Categories.
VICTORY
At the end of the game, the player with the highest score in the most
Categories is the winner.
SETUP
Each player starts with 1 Randomly drawn Hero.
Roll high on 1D6 to see who goes first. Play proceeds clockwise.
KINGDOM
All cards owned and controlled by a player are placed face up on the
Table in front of them. This is each player’s Kingdom.
THE DECKS
There are seven Decks:
1. Hero Deck
2. Building Deck
3. Explore Deck
4. Creature Deck
5. Spell Deck
6. Skill Deck
7. Artifact Deck
TURN SEQUENCE
Each turn has 2 Phases:
1. Build Phase
2. Creature Phase
3. Recruit Phase
4. Explore Phase
BUILD PHASE
Draw 1 Card from the Build Deck and add it to your Kingdom.
CREATURE PHASE
Draw 1 Card from the Creature Deck and add it to your Kingdom.
RECRUIT PHASE
Roll once on the Recruit Table:
RECRUIT TABLE
1D6 Recruit:
1 Draw 1 Card from the Hero Deck and add it to your Kingdom.
2 Draw 1 Card from the Skill Deck and add it to your Kingdom.
3 Draw 1 Card from the Spell Deck and add it to your Kingdom.
4 Draw 1 Card from the Artifact Deck and add it to your Kingdom.
5+ Draw 1 Card from an above Deck of your Choice and add it to your Kingdom.
EXPLORE PHASE
Draw 1 Card from the Explore Deck and add it to your Kingdom.
UNITS
Both Heroes and Creatures are referred to as Units.
CARD ATTRIBUTE LIST
Ranged: Missile Weapons, Arrows, Bolts, Slings, Boulders, etc.
Defense: Counterattacks, Magic Resistance, Immunity, Shields, High Defense Units, etc.
Quick: Units with High Tactical Mobility, Flying Units.
Burst: Attacks which target multiple opponents at once, Area of Effect Attacks.
Incapacitate: Binding, Poison, Disease, Petrification, Paralysis, Blinding, De-Buff, Curses, etc.
Reinforce: Healing, Resurrection, Recruitment, Cloning, Copying, etc.
Buff: Multiple Attacks, Charging, Morale, Luck, Attack Boosters, etc.
THE HERO DECK
Heroes are of 2 types: Might Heroes and Magic Heroes.
Each Hero also belongs to 1 of the 8 Town Types.
The Hero Deck should have 2 copies of each listed card.
THE CREATURE DECK
Each Creature belongs to 1 of the 8 Town Types.
THE SKILL DECK
Advanced Knowledge known to your Heroes.
THE SPELL DECK
Spells belong to 1 of 4 types: Air, Earth, Fire, and Water.
THE BUILD DECK
These are building located in Towns within your Kingdom.
Some indicate affiliation with 1 of the 8 Town types.
Your Kingdom may contain multiple Town Affiliations.
THE ARTIFACT DECK
Magical Objects of great Power.
THE EXPLORE DECK
Locations, Structures, and Items found within your Kingdom,
But outside of your Towns.
END GAME SCORING
The player with the most Ranged cards gets Might +5 and Magic +5.
The player with the most Defense cards gets Might +10.
The player with the most Quick cards gets Might +5 and Magic +5.
The player with the most Incapacitate cards gets Magic +10.
The player with the most Burst cards gets Magic +10.
The player with the most Reinforce cards gets Might +5 and Magic +5.
The player with the most Buff cards gets Might +10.
THE HERO DECK CARD LIST
Hero Notes:
Alchemist Might +3 Magic +3 Tower Creatures get Might +1
Barbarian Might +6; Stronghold Creatures get Might +1
Battle Mage Magic +3 Might +3; Stronghold Creatures get Magic +1
Beastmaster Might +4 Magic +1; Defense; Fortress Creatures get Might +1
Cleric Magic +4 Might +2; Castle Creatures get Magic +1
Death Knight Might +3 Magic +3; Necropolis Creatures get Might +1
Demoniac Magic +4 Might +2; Inferno Creatures get Magic +1
Druid Magic +4 Might +2; Rampart Creatures get Magic +1
Heretic Might +4 Magic +2; Inferno Creatures get Might +1
Knight Might +5 Magic +1; Castle Creatures get Might +1
Necromancer Magic +5 Might +1; Necropolis Creatures get Magic +1
Overlord Might +5 Magic +1; Dungeon Creatures get Might +1
Ranger Might +4; Ranged; Defense; Rampart Creatures get Might +1
Warlock Magic +6; Dungeon Creatures get Magic +1
Witch Magic +5 Might +1; Fortress Creatures get Magic +1
Wizard Magic +5 Might +1; Tower Creatures get Magic +1
THE CREATURE DECK CARD LIST
Creature Notes:
Pikemen Castle; Might +3
Archers Castle; Might +4; Ranged
Griffins Castle; Might +5 Defense; Quick
Swordsmen Castle; Might +8; Buff
Monks Castle; Magic +8 Might +2; Ranged
Cavaliers Castle; Might +11; Buff; Quick
Angels Castle; Might +8 Magic +5; Reinforce; Quick
Troglodytes Dungeon; Might +2; Defense
Harpies Dungeon; Might +3; Buff; Quick
Beholders Dungeon; Magic +6; Ranged
Medusas Dungeon; Magic +5 Might +2; Ranged; Incapacitate
Minotaurs Dungeon; Might +9; Quick; Buff
Manticores Dungeon; Might +7 Magic +5; Quick
Red Dragons Dungeon; Might +9 Magic +4; Quick, Defense
Gnolls Fortress; Might +2; Defense
Lizardmen Fortress; Might +4; Ranged
Serpent Flies Fortress; Magic +4 Might +1; Quick, Incapacitate
Basilisks Fortress; Magic +6 Might +2; Incapacitate
Gorgons Fortress; Magic +7 Might +3; Incapacitate
Wyverns Fortress; Might +6 Magic +5; Quick; Incapacitate
Hydras Fortress; Might +10 Magic +4; Burst
Imps Inferno; Magic +2; Defense
Gogs Inferno; Might +2 Magic +1; Ranged; Burst
Hell Hounds Inferno; Might +5; Quick; Burst
Demons Inferno; Might +6 Magic +3
Pit Fiends Inferno; Might +7 Magic +3; Reinforce
Efreeti Inferno; Magic +7 Might +4; Quick; Defense
Devils Inferno; Might +9 Magic +3; Buff; Quick; Incapacitate
Skeletons Necropolis; Might +2; Defense
Walking Dead Necropolis; Might +2 Magic +1; Defense; Incapacitate
Wights Necropolis; Magic +2 Might +3; Defense; Reinforce
Vampires Necropolis; Magic +3 Might +4; Quick; Reinforce
Liches Necropolis; Magic +6 Might +3; Ranged; Burst
Black Knights Necropolis; Might +7 Magic +3; Quick; Buff; Incapacitate
Bone Dragons Necropolis; Might +6 Magic +7; Quick; Incapacitate
Centaurs Rampart; Might +2; Quick
Dwarves Rampart; Might +3 Magic +1; Defense
Wood Elves Rampart; Might +4; Quick; Ranged; Buff
Pegasi Rampart; Might +4 Magic +3; Quick; Defense
Dendroid Guards Rampart; Might +7 Magic +2; Defense; Incapacitate
Unicorns Rampart; Magic +6 Might +5; Quick; Incapacitate
Green Dragons Rampart; Magic +6 Might +7; Quick; Defense
Goblins Stronghold; Might +2 Magic +1
Wolf Riders Stronghold; Might +3; Quick; Buff
Orcs Stronghold; Might +7; Ranged
Ogres Stronghold; Might +8; Buff
Rocs Stronghold; Might +6 Magic +3; Quick; Buff
Cyclopes Stronghold; Might +11; Quick; Ranged
Behemoths Stronghold; Might +12 Magic +1, Quick; Incapacitate
Gremlins Tower; Might +1 Magic +1; Ranged
Stone Gargoyles Tower; Might +3 Magic +1; Quick
Stone Golems Tower; Might +5 Magic +1; Defense
Magi Tower; Magic +8; Ranged
Genies Tower; Magic +9; Quick; Buff
Nagas Tower; Might +7 Magic +5; Defense
Giants Tower; Might +8 Magic +4; Quick; Defense; Ranged
Gold Golem Neutral; Might +4 Gold +4; Defense
Ammo Cart Neutral; Creatures get +1 Might; Ranged
Ballista Neutral; Might +7; Ranged
Catapult Neutral; Might +7; Ranged
First Aid Tent Neutral; Might +2 Magic +2; Reinforce
THE SKILL DECK CARD LIST
Skill Notes:
Archery Might +3; Ranged
Armorer Might +3; Defense
Artillery Might +3; Ranged
Ballistics Might +3; Ranged
First Aid Your Creatures get Might +1; Reinforce
Leadership Your Creatures get Might +1; Buff
Luck Your Creatures get Magic +1; Buff
Necromancy Might +4 Magic +3; Reinforce
Offense Might +5; Buff
Resistance Magic +2; Defense
Tactics Might +2; Quick
Air Magic Magic +4; Your Air Spells get Magic +3
Eagle Eye Magic +2; Draw 2 Spell Cards. Keep 1
Earth Magic Magic +4; Your Earth Spells get Magic +3
Fire Magic Magic +4; Your Fire Spells get Magic +3
Intelligence Magic +2; Draw 2 Spell Cards. Keep 1
Mysticism Magic +2; Draw 2 Spell Cards. Keep 1
Scholar Magic +2; Draw 2 Spell Cards. Keep 1
Sorcery Magic +6
Water Magic Magic +4; Your Water Spells get Magic +3
Wisdom Magic +4 Gold +2
Diplomacy Gold +2; Reinforce; Draw 2 Creature Cards. Keep 1
Estates Gold +6
Learning Might +2 Magic +2 Gold +2
Logistics Gold +2; Draw 2 Explores. Keep 1
Navigation Gold +2; Draw 2 Explores. Keep 1
Pathfinding Might +2; Draw 2 Explores. Keep 1
Scouting Might +2; Draw 2 Explores. Keep 1
THE SPELL DECK CARD LIST
Spell Notes:
Magic Arrow All Types; Magic +3; Ranged
Haste Air; Magic +3; Quick
View Air Air; Magic +2; Draw 2 Artifacts. Keep 1
Disguise Air; Magic +5
Disrupting Ray Air; Magic +2; Incapacitate
Fortune Air; All your Creatures Magic +1; Buff
Hypnotize Air; Magic +2; Incapacitate
Chain Lightning Air; Magic +8; Burst
Counterstrike Air; Magic +6; Defense
Dimension Door Air; Magic +2; Draw 2 Explores. Keep 1
Fly Air; Magic +2; Draw 2 Explores. Keep 1
Magic Mirror Air; Magic +2; Defense
Summon Air Elemental Air; Might +6 Magic +6; Defense; Reinforce
Shield Earth; Magic +3; Defense
Slow Earth; Magic +2; Incapacitate
Stone Skin Earth; Magic +2 Might +2; Defense
View Earth Earth; Magic +2; Draw 2 Explores. Keep 1
Deadly Ripple Earth; Magic +7; Burst
Quicksand Earth; Magic +2; Incapacitate
Visions All Types; Magic +3; Draw 2 Creatures. Keep 1
Animate Dead Earth; Magic +4 Might +3; Reinforce
Anti-Magic Earth; Magic +2; Defense
Earthquake Earth; Magic +7; Burst
Forcefield Earth; Magic +5 Might +2; Defense
Meteor Shower Earth; Magic +9; Burst
Resurrection Earth; Magic +2; Reinforce
Sorrow Earth; Magic +4 Might +2; Incapacitate
Town Portal Earth; Magic +2; Draw 2 Creatures. Keep 1
Implosion Earth; Magic +6; Burst
Summon Earth Elemental Earth; Magic +6 Might +6; Defense; Reinforce
Bloodlust Fire; Magic +3 Might +2; Buff
Curse Fire; Magic +2; Incapacitate
Blind Fire; Magic +2; Incapacitate
Firewall Fire; Magic +5 Might +1; Defense
Elemental Protection All Types; Magic +2; Defense
Fireball Fire; Magic +6; Ranged
Land Mine Fire; Magic +2; Incapacitate
Misfortune Fire; Magic +2; Incapacitate
Armageddon Fire; Magic +10; Burst
Berserk Fire; Magic +4 Might +3; Buff
Fire Shield Fire; Magic +7; Defense
Frenzy Fire; Magic +5 Might +4; Buff
Inferno Fire; Magic +9; Burst
Slayer Fire; Magic +6 Might +5; Buff
Sacrifice Fire; Magic +10
Summon Fire Elemental Fire; Magic +6 Might +6; Defense; Reinforce
Bless Water; Magic +3; Buff
Cure Water; Magic +2; Reinforce
Dispel Water; Magic +2; Defense
Summon Boat Water; Magic +2; Draw 2 Explores. Keep 1
Ice Bolt Water; Magic +5; Ranged
Remove Obstacle Water; Magic +4; Quick
Weakness Water; Magic +2; Incapacitate
Forgetfulness Water; Magic +2; Incapacitate
Frost Ring Water; Magic +4 Might +2; Buff; Defense
Mirth Water; Magic +3 Might +3; Buff
Teleport Water; Magic +2; Draw 2 Creatures. Keep 1
Clone Water; Magic +4 Might +4; Reinforce
Prayer Water; Magic +5 Might +4; Buff
Water Walk Water; Magic +2; Draw 2 Explores. Keep 1
Summon Water Elemental Water; Magic +6 Might +6; Defense; Reinforce
THE BUILD DECK CARD LIST
Building Notes:
Town Hall Gold +5
Castle Might +8; Defense
Fortress Might +4; Defense
Citadel Might +6; Defense
Village Hall Gold +3
City Hall Gold +7
Capitol Gold +9
Mage Guild Magic +2; Draw 2 Spells. Keep 1
Market Place Gold +4
Resource Silo Gold +2
Artifact Merchant Gold +2; Draw 2 Artifacts. Keep 1
Freelancers Guild Gold +2; Draw 2 Creatures. Keep 1
Dungeon Might +2 Gold +1
Inferno Magic +4
Necropolis Magic +3 Gold +2
Rampart Might +3
Stronghold Might +5
Tower Magic +5
Stables Gold +2; Draw 2 Explores. Keep 1
Tavern Gold +2; Draw 2 Heroes. Keep 1
Thieves Guild Gold +2; Draw 2 Explores. Keep 1
Blacksmith Your Creatures get Might +1
Shipyard Gold +2; Draw 2 Explores. Keep 1
Barracks Might +2; Castle Creatures get Might +3
Hell Hole Might +2; Inferno Creatures get Might +3
Mausoleum Might +2; Necropolis Creatures get Might +3
Glade Might +2; Rampart Creatures get Might +3
Lair Might +2; Stronghold Creatures get Might +3
Workshop Might +2; Tower Creatures get Might +3
Labyrinth Might +2; Dungeon Creatures get Might +3
Pit Might +2; Fortress Creatures get Might +3
Monastery Magic +2; Castle Creatures get Magic +3
Chapel Magic +2; Dungeon Creatures get Magic +3
Glyphs Magic +2; Fortress Creatures get Magic +3
Demon Gate Magic +2; Inferno Creatures get Magic +3
Cursed Temple Magic +2; Necropolis Creatures get Magic +3
Enchanted Spring Magic +2; Rampart Creatures get Magic +3
Hall of Valhalla Magic +2; Stronghold Creatures get Magic +3
Altar of Wishes Magic +2; Tower Creatures get Magic +3
THE ARTIFACT DECK CARD LIST
Artifact Notes:
Boots of Speed Magic +2; Quick; Draw 2 Explores. Keep 1
Dragonbone Greaves Magic +4; Draw 2 Spells. Keep 1
Sandals of the Saint Might +2 Magic +2
Buckler of the Gnoll King Might +2; Defense
Dragon Scale Shield Might +3; Defense
Lion’s Shield of Courage Might +4 Magic +4
Shield of the Damned Might +4; Defense
Shield of the Dwarven Lords Might +5; Defense
Blackshard of the Dead Knight Might +3
Centaur’s Axe Might +2
Greater Gnoll’s Flail Might +4
Ogre’s Club of Havoc Might +5
Red Dragon Flame Tongue Might +4; Defense
Sword of Hellfire Might +6
Sword of Judgement Might +5 Magic +5
Titans Gladius Might +9
Crown of the Dragontooth Magic +8
Hellstorm Helmet Magic +5
Helm of Chaos Magic +3
Spellbinder’s Hat Magic +2; Draw 2 Spells. Keep 1
Amulet of the Undertaker Magic +4; Reinforce
Collar of Conjuring Magic +5
Necklace of Swiftness Magic +3; Quick
Pendant of Dispassion Magic +3; Defense
Ring of Vitality Might +4; Buff
Recanter’s Cloak Magic +3; Defense
Angel Wings Magic +2; Draw 2 Explores. Keep 1
Dragon Scale Armor Might +7
Breastplate of Brimstone Magic +5
Titan’s Cuirass Magic +8
Angel Feather Arrows Might +3; Ranged
Cards of Prophecy Magic +3; Draw 2 Heroes. Keep 1
Charm of Mana Magic +6
Endless Sack of Gold Gold +4
Spell Scroll Magic +2; Draw 2 Spells. Keep 1
Golden Bow Might +3; Ranged
Spyglass Magic +2; Draw 2 Explores. Keep 1
Tome of Magic Magic +2; Draw 2 Spells. Keep 1
THE EXPLORE DECK CARD LIST
Exploration Notes:
Gold Mine Gold +10
Saw Mill Gold +2; Draw 2 Builds. Keep 1
Ore Pit Gold +2; Draw 2 Builds. Keep 1
Alchemists Lab Gold +6
Sulfur Dune Gold +5
Crystal Cavern Gold +7
Gem Pond Gold +8
Water Mill Gold +4
Windmill Gold +3
Treasure Chest Gold +2; Draw 2 Artifacts. Keep 1
Dwelling Gold +2; Draw 2 Creatures. Keep 1
School of War Might +5
School of Magic Magic +5
Witch Hut Magic +2; Draw 2 Skills. Keep 1
Obelisk Magic +2; Draw 2 Builds. Keep 1
Wandering Monster Might +2; Draw 2 Creatures. Keep 1
Loose Resources Gold +2
Arena Might +6
Garden of Revelation Magic +4
Faerie Ring Magic +5
Fountain of Fortune Magic +2 Gold +3; Buff
Idol of Fortune Magic +3 Gold +2; Buff
Fountain of Youth Might +4 Magic +2; Buff
Learning Stone Magic +2; Draw 2 Skills. Keep 1
Magic Well Magic +2; Draw 2 Spells. Keep 1
Library of Enlightenment Magic +2; Draw 2 Spells. Keep 1
Marletto Tower Might +3 Magic +1
Mercenary Camp Gold +2; Draw 2 Creatures. Keep 1
Rally Flag All your Creatures get Might +1; Buff
Scholar Magic +2; Draw 1 Skill and 1 Spell. Keep 1
Shrine of Incantation Magic +2; Draw 2 Spells. Keep 1
Star Axis Magic +7; Buff
Temple All your Heroes get Might +2; Buff
Tree of Knowledge Might +4 Magic +2; Buff
Watering Hole All your Creatures get Might +1; Buff
University Magic +2; Draw 2 Skills. Keep 1
Swan Pond Magic +2 Gold +2
Crypt Gold +7
Cyclops Stockpile Gold +6
Derelict Ship Gold +4
Dragon Utopia Gold +2; Draw 2 Artifacts. Keep 1
Dwarven Treasury Gold +9
Imp Cache Gold +3
Medusa Stores Gold +5
Naga Bank Gold +8
Pyramid Gold +2; Draw 2 Spells. Keep 1
Elemental Conflux Magic +6 Might +6
Refugee Camp Might +2; Draw 2 Creatures. Keep 1
Wagon Gold +2
Black Market Gold +2; Draw 2 Artifacts. Keep 1
Trading Post Gold +4
Oasis All your Creatures get Might +1
Prison Gold +2. Draw 2 Heroes. Keep 1
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