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Baraxton's Graveyard
After Initiative is rolled, until end of turn, Warlords gain the ability "Order: Once per turn: Put a character into play from your discard pile."
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After Initiative is rolled, until end of turn, Warlords gain the ability "Order: Once per turn: Put a character into play from your discard pile."
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Warlords have the text: "At the end of each turn, all characters in the last rank of this army fall forward one rank if possible. If no character falls in this way, remove Blackiron Mine from the game."
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When Blackthorne's Quarters has no Charges, remove it from the game. Rogues have the ability "Spend Order: Succeed with a precetion check (DC 15) or suffer a wound. If you succeed, search your deck for an item with Level equal to or less than twice this rogue's Level, put it in your hand and remove a Charge from Blackthorne's Quarters.
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You must spend 12 Levels of Paladins to put Castle Loranth into play. Castle Loranth has +1 Challenge Rating for each Paladin in play. Your Paladins have a bonus to ATK, AC, and Skill equal to their Level.
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All non-Astral characters have -3 AC and the Ethereal and Undead traits.
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Warlords and Heroes have the ability "Order: Once per turn, target an equal or lower Level character in a discard pile and perform a Charisma check (DC 20): If successful perform an Order printed on the target. Remove a Charge from Fires of Fate. If you can't, remove Fires of Fate from the game."
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Warlords and Heroes have +3 ATK, +3 AC, and +3 Skill.
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Characters who unstun during the ready phase may attempt a magic save (DC 15) to ready. Warlords have the ability: "Order: Once per turn, inflict a wound on target character in your army: Until end of turn the target has +5 ATK and inflicts an additional wound with melee strikes."
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Stunned characters must succeed with a magic save (DC 15) to unstun during the ready step. Warlords have the ability: "Order: Once per turn, target a character in your army: Until end of turn the target has +5 AC and +1 HP. Stun the target if possible.
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Daybreak - Warlords have the ability "Spend Order: Discard two cards: If it is the first turn, Draw two cards." Nightfall - After the draw step, if it is not the first turn, each player reveals their hand. The opponent of their choice chooses any number of cards in their hand which are discarded. The player then draws that many cards.
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Daybreak - If it is the first turn, when Isle of Secrets is put into play: Each player discards two cards. Nightfall - If it is not the first turn, when Isle of Secrets is defeated: All players draw two cards.
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Daybreak - If Isle of Sorrow is defeated on the first turn, each player searches their deck for a character and puts it into his hand. Nightfall - If Isle of Sorrow is defeated on a turn other than the first, each player reveals their hand and discards any revealed characters.
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Daybreak - If it is the first turn, ranged strikes may target an additional rank away. Nightfall - If it is not the first turn, characters may not perform ranged strikes.
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The first time each turn a player puts a character into play: That player may search his deck for another copy of that character and put it into play.
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After Longtusk's Arena enters play, all players choose a character in their army. Each has +3 ATK and +3 AC while Longtusk's Arena remains in play and may be targeted by melee and ranged strikes ignoring rank restrictions.
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Malrog's Lair has +5 Challenge Rating for each Charge on it. When you would defeat Malrog's Lair, you may instead remove a Charge. If this removes the last Charge, you win the game. Dragons and Monsters may not be spent to defeat Malrog's Lair.
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All players play with their hands revealed and have +1 hand size.
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Reches' Labyrinth has +2 Challenge Rating for each Charge on it. After it is defeated, each player discards their hand and draws 5 cards. Each Warlord has the ability "React: After another player spends characters to defeat Reches' Labyrinth, spend X characters in your army: Put X Charges on Reches' Labyrinth.
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After a player passes, that player must spend a ready character in their army if possible.
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Players may not ready more than 3 characters during the ready phase.
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Characters have a penalty to ATK, AC, and Skill equal to their Level.
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You must spend a Seer to put Troll's Warren into play. Monsters have +2 ATK, +2 AC, and +2 Skill. After Troll's Warren is defeated: The player that defeated it draws two cards.