HEROES AND QUESTS
ACTION CARDS
ACTION CARDS
Each player keeps a Hand of Action Cards.
Each Action Card has a Hero Type Requirement.
Only certain Heroes are able to use certain Actions.
Some Action Cards have the Additional Tag of Spell usually in the Card Title.
All Action cards are single use. They are discarded as soon as they are used.
Note that Most Cards are used during Quests, however some can be used
At other times such as those that give your Party Move +1.
NOMENCLATURE
Req = Requirement
Ftr = Fighter
Any = Any type of Hero
AD = Auto-Defeat
Returning = 50% to get this Card Back Immediately.
ACTION DECK CARD LIST
Req: Title: Notes:
Mage Fireball Spell AD Cold Enemy or Fight +4
Mage Blizzard Spell AD Fire Enemy or Fight +3
Mage Lightning Bolt Spell AD Greater Minion or Fight +4
Mage Magic Missile Spell Fight +2. Returning
Mage Invisibility Spell AD Minor Minion or Fight +4
Mage Haste Spell Move +1. Fight +4
Mage Fly Spell Move +1. AD Fall
Mage Scry Spell Look at next 5 cards in any Deck
Mage Alter Reality Spell Reroll Target Die Roll
Priest Resurrection Spell Heal or AD Undead
Rogue Backstab AD Fighter or Rogue or Mage or Priest
Ftr Dragon Slayer AD Dragon
Ftr Giant Slayer AD Giant
Ftr Goblin Slayer AD Humanoid
Rogue Detect Traps AD Trap
Rogue Disable Trap AD Trap
Ftr Witch Hunter AD Mage or Priest
Ftr Vampire Hunter AD Undead
Ftr Beast Slayer AD Beast
Ftr Monster Slayer AD Monster
Ftr Archer Fight +3. Returning
Rogue Stealth Save or Fight +4
Priest Turn Undead AD Undead
Priest Exorcism Spell AD Spirits
Priest Banish Spell AD Demons
Priest Summon Champion Gain 1 Hero
Rogue Pick Pockets Gain 1 Gold in End Phase
Mage Mirage Target Opponent misses Next Turn
Mage Artificer AD Animated or Gain 1 Relic in End Phase
Mage Alchemy AD Poison or Gain 1 Potion in End Phase
Mage Sleep Spell AD Humanoids or Men or Beasts
Mage Charm Spell AD Men or Beasts or Monster
Priest Command Spell AD Men or Demons or Beasts
Mage Death Spell AD Greater or Minor Minion
Mage Petrification Spell AD Greater Minion or Final Foe
Mage Illusion Spells Fight +4 and Draw 1 Action Card
Priest Cure Spell AD Poison. Heal
Priest Restore Spell AD Curse. Heal
Mage True Sight Spell AD Trap or Ambush
Rogue Bluff Save or Draw 2 Action Cards
Rogue Trap Master AD Trap. Fight +3
Rogue Pick Locks Quest Length -1 or AD Delay
Rogue Find Secret Passage Quest Length -1 or AD Separate
Mage Lore Quest Length -1 or AD Wits
Ftr Mighty Deed AD Greater Minion or Delay
Ftr Prowess Fight +4
Ftr Feat of Strength AD Earth or Giant or Delay
Rogue Acrobatics Fight +2. Returning
Ftr Heavy Armor Save or Fight +3
Ftr Shield Bash Fight +3 and Draw 1 Action Card
Priest Prayer Spell Heal or Draw 2 Action Cards
Priest Miracle Spell Heal or AD Enemy
Mage Wish Spell Search Action Deck for Any 1 Card
Ftr Tactics Fight +2 and Draw 2 Action Cards
Rogue Steal Take 1 Random Relic from Opponent in End Phase
Any Riding Horses Move +1 or AD Beasts
Any Wilderness Guide Move +1 or AD Fey
Any Caravan Trader You may buy a Relic for 3 Gold in End Phase
Any Short Rest Discard 3 Action Cards and Draw Replacements
Any Allies Fight +3 for the rest of this Quest
Rogue Poison Master AD Poison or Beast
Mage Cloud Kill Spell AD Humanoids or Men or Beast or Plants
Mage Summon Monster Spell Fight +5 or AD Monster
Ftr Hack and Slash All Fighters get Fight +2
Priest Convert Take 1 Random Hero from Opponent in End Phase
Priest Insect Swarm Spell Fight +5 or AD Swarm
Mage Polymorph Spell AD Greater Minion
Priest Raise Dead Spell Heal or Fight +4
Rogue Cut Purse Take 1 Gold from Opponent in End Phase
Priest Purification Spell AD Acid or Poison or Slime
Mage Ward Spells AD Removal or Ambush
Mage Earth to Mud Spell AD Animated or Earth
Mage Gust of Wind Spell AD Swarm or Fight +2
Mage Water Breathing Spell AD Water
Mage Fire Shield Spell AD Cold or Fight +2
Mage Wall of Ice Spell AD Fire or Fight +2
Mage Force Field Spell AD Energy or Blade or Fight +3
Priest Wither Spell AD Plant or Fey or Fight +2
LINKS
Main Rules