From: "Kelly R. Barger" For all those that have been asking for another copy of the A&T "unofficial" spoiler list. Here it is: Arms & Tactics Edition Spoiler List GENERIC CARDS Alertness 3 EDGE If you do not play a Special card, you may play this card if your opponent has played a non-Ranged attack that is unblockable or if he has any cards in play which prevent you from playing a block from your hand. You may play a block against the attack as normal. Alertness EDGE Play this card in your Defense Phase after your opponent plays a Hidden attack. Reveal the Hidden attack. Alertness 3 EDGE If you do not play a Special card, you may play this card if your opponent has played an attack that is undodgeable or if he has any cards in play which prevent you from playing a dodge from your hand. You may play a dodge against the attack as normal. Bad Luck 3 EVENT Choose 3 cards at random from your opponent's hand. After looking at them, place one of them at the bottom of his Endurance. Return the rest to your opponent's hand. Bad Luck EVENT Target player must discard the bottom card of their Endurance. Big and Bad EVENT During deck construction, your minimum deck size is 80 cards. For each Big and Bad in your deck, this minimum increases by 10 cards. You may play Big and Bad during your turn to draw 10 cards. Change of Fortune SITUATION Discard this card before your opponent makes a die roll. You may increase or decrease the result by 1. This is cumulative with any other modifiers. Concentration 3 EDGE Play this card at the beginning of your turn. During your Defense Phase, you may ignore the effects of any Special card your opponent has in play that prevents you from playing a Special card. Concentration 3 EDGE Play this card at the beginning of your turn. During your Attack Phase, you may ignore the effects of any Special card your opponent has in play that prevents you from playing a Special card. Cull the Weak SITUATION Tired: While this card is in play, all players must discard two cards from the top of their Endurance for each Special card they play. Discard this card if you play another Cull the Weak. Cull the Weak SITUATION Weak: You may only play this card if you have Tired in play. Discard Tired. While this card is in play, all players must discard two cards from the top of their Endurance for each card they play. Discard this card if you play another Cull the Weak. Cull the Weak EVENT Exhausted: You may only play this card if you have Weak in play. Discard Weak. At the beginning of their next turn, all players must discard the top card of their Endurance until they Exhaust. Defensive Stance SITUATION If your opponent did not attack you during his last turn, you may play a Guard from your hand during your Defense Phase. Discard this card at the end of any turn in which you do not play an attack. This is a Standing Defense. Diane Terrin SITUATION: Reporter While this card is in play, your opponent must discard the top card of their Endurance at the beginning of their turn for each Diane Terrin in play. Dirty Trick ATTACK: Tackle (Red Grid: Middle Center) There is a 2 in 6 chance you become Prone. If this attack is successful, there is a 4 in 6 chance your opponent becomes Prone. Dirty Trick 3 ATTACK: Head Butt (Red Grid: Upper Center) If this attack is successful, you may discard any number of cards from your hand. At the end of his Defense Phase, your opponent must discard from the top of his Endurance the same number of cards that you discarded to your discard pile. Dirty Trick 4 ATTACK: Choke (Red Grid: Upper Center) If successful, your opponent must put the top card of his Endurance under this card. Each turn, he must put additional cards from his Endurance under Choke, equal to the number already there. This card remains in play until you draw a card or take damage. ONE HAND ICON Disarm EVENT Play in conjunction with a Basic Block. If the block is successful, you have a 1 in 6 chance of disarming your opponent. If you succeed in disarming your opponent, you avoid any further attacks this turn. Double Eagle LOCATION While in the Double Eagle, all players may reroll one die roll during their turn. If a player does reroll, he must use the result of the second roll. Dueling Grounds LOCATION While on the Dueling Grounds, each player may ignore any Situations in play which prevent him from playing attacks. Each player may play an additional attack during their turn. Duelist SITUATION En Garde: Make an Exertion when you play this card. While this card is in play, if your opponent plays a defense during his turn he must discard one attack from his hand. You may have only one Duelist in play. Duelist SITUATION Ballestra: You may play this card if you have En Garde in play. Make an Exertion when you play this card. Discard En Garde. While this card is in play, your opponent loses an attack for each defense he plays. You may only have one Duelist in play. Duelist SITUATION Coup de Grace: You may play this card if you have Ballestra in play. Make an Exertion when you play this card. Discard Ballestra. If your opponent plays a defense, he must skip his Attack Phase that turn. You may only have one Duelist in play. Encumbered SITUATION While this card is in play, at the beginning of his turn your opponent must discard the top two cards of his Endurance for each Object he has in play. Extra Weapon OBJECT Discard Extra Weapon to replace a Disarmed or broken weapon. Focus EDGE Choose one Situation in play. During your opponent's next turn, your opponent must ignore the effects of that Situation until the end of his turn. Focus EDGE Play this card at the beginning of your turn. Choose one Situation in play. For the remainder of your turn, you may ignore the effects of that Situation. Foresight EVENT Discard an Event and draw up to 4 cards. Gypsy Camp LOCATION While in the Gypsy Camp, any card with the word Gypsy in the title that is discarded from play may be placed on top of the owner's Endurance instead. Gypsy's Curse SITUATION While this card is in play, when using any Gypsy Lover you have in play, do not return the card drawn from your opponent's hand until you have drawn a card for each Gypsy Lover you have in play. Head Shot EVENT There can be only one! Play this card in conjunction with an upper attack. This attack is considered a Power Blow. If your opponent does not play a successful defense against or avoid this attack, you take his head and win the duel. Holy Ground EVENT You may play this card during your Defense Phase. You avoid all attacks this turn. Each player must show their entire hand to their opponents. Your Defense Phase ends and skip your Attack Phase this turn. Impulse 3 EVENT Play on any card your opponent has in play which must be discarded to be used. You take control of that card until the end of your opponent's next turn. If the card is discarded it returns to its original owner's discard pile. In Cold Blood SITUATION While this card is in play, you may declare any Situation Ally in play as the target of one attack you play during your turn. The attack does no damage and has no effect on your opponent. If your opponent does not block the attack, the Ally is discarded. Iron Will EDGE Play before making a die roll. For each Iron Will you play, you must declare whether you are adding or subtracting one from the die result before rolling the die. Joe's LOCATION While at the Joe's, all players must discard an Event card to play an Event card. Left Guard BLOCK: Guard Lower Guard BLOCK: Guard Matthew McCormick SITUATION Discard this card to duplicate the effects of a Police card your opponent played during his last turn, including any Edge cards played in conjunction with the Police card. Misfortune EVENT Discard any one Object card in play. Narrow Escape EVENT Avoid all damage from one ranged attack. Nemesis SITUATION Lucille: You may only play this card if your opponent is Kanis. Kanis must discard all Situation: Hounds from play and may not play any Situation: Hounds while this card is in play. You may only have one Nemesis in play. Nemesis SITUATION Hunted: Play this card if your opponent is Martin Hyde. During his Draw/Discard Phase, Martin Hyde may draw up to or must discard down to his Ability minus the number of Master cards his opponent is allowed. You may only have one Nemesis in play. Nemesis SITUATION Blind Rage: You may only play this card if your opponent is Ceirdwyn. Ceirdwyn must discard an Ally from play or from her hand for each attack she plays. You may only have one Nemesis in play. Nemesis SITUATION Legend: You may only play this card if your opponent is Kanwulf. Kanwulf must discard a defense for each attack either discarded or played from his hand. You may only have one Nemesis in play. Nemesis SITUATION Dead Meat: Play this card if your opponent is Paul Kinman. While this card is in play, for each attack Paul Kinman plays you may make one attacks next turn Hidden. Your Hidden Attacks do 1 additional damage. You may only have one Nemesis in play. Police EVENT Remove any Situation from play. Police EVENT Prevent all damage to you from an Event played by your opponent. Rail Yard LOCATION While in the Rail Yard, if any player is Prone they cannot make an Exertion to increase their chances to regain their feet. Reconnaissance EDGE Play when there is a Location in play. Until the end of your turn, you may ignore the effects of that Location. Right Guard BLOCK: Guard Ring of Fire LOCATION While in the Ring of Fire, no Events that avoid attacks may be played. Rules of the Game 3 SITUATION While this card is in play, any player that plays a Ranged Attack loses 1 Ability. Discard this card any time another Rules of the Game is played. Rules of the Game 3 SITUATION While this card is in play, any player that plays an Ally loses 1 Ability. Discard this card any time another Rules of the Game is played. Rules of the Game 3 SITUATION While this card is in play, any player that plays an Event that does damage loses 2 Ability. Discard this card any time another Rules of the Game is played. Run For Your Life EDGE Play in conjunction with Narrow Escape. You avoid all Ranged Attacks this turn. Shifting Sands SITUATION You may play this card if Sulphur Plant is in play. While this card is in play, increase the chance of any player becoming Prone by 2 in 6. Discard this card if Sulphur Plant leaves play. Slash ATTACK (Red Grid: Middle Row) This attack cannot be a Power Blow. Slash does 1 damage. Slash ATTACK (Red Grid: Center Column) This attack cannot be a Power Blow. Slash does 1 damage. Slaughter House LOCATION While in the Slaughter House, if any player did not play an attack during his last turn, he cannot play a Special card. Disregard this if there were cards in play which prevented him from playing an attack. Sources Revealed SITUATION Play on any Situation in play. The Situation is now considered to be an Ally. If the Situation leaves play, discard this card. You may play another Situation this turn. Sulphur Plant LOCATION While in the Sulphur Plant, any player making a Power Blow or Power Block has a 1 in 6 chance of becoming Prone. The Bigger They Are.. EDGE Play in conjunction with Trip. There is a 2 in 6 chance your opponent becomes Prone. The Circle LOCATION While in The Circle, no dodge that covers more than 3 areas on its grid can be played. No attack can be made a Power Blows unless it is a Head Shot. The Gathering SITUATION If any player does not play an attack during his turn and there are no cards or effects in play preventing him from playing attacks, he must discard the top 5 cards of his Endurance at the end of his Attack Phase. Theatre LOCATION While in the Theatre, any player discarding cards from their hand during their Draw/Discard Phase must choose these cards at random. There Can Be Only One EDGE Play in conjunction with an attack that is considered a Head Shot. If your opponent's current Ability is zero, the attack cannot be blocked. You may play only one There Can Be Only One per turn. There Can Be Only One EDGE Play in conjunction with an attack that is considered a Head Shot. If your opponent's current Ability is zero, the attack cannot be dodged. You may play only one There Can Be Only One per turn. Up And At Them EVENT You may play this card if your are Prone. You are no longer considered to be Prone. Upper Guard BLOCK: Guard Vice Grip EDGE Play this card in conjunction with Dirty Trick: Choke. If Choke is successful, while this card is in play neither player may play dodges. Discard this card when Choke leaves play. GENERIC IMMORTALS Generic Immortal >From the dawn of time we came, moving silently down through the centuries. Living many secret lives, struggling to reach the time of the Gathering, when the few who remain will battle to the last. No one has ever known we were among you...until now. You may include up to 3 of any Immortal Specific Reserved cards in your deck. For each Reserved card you include, your Master card limitation is reduced by one. Restriction numbers still apply. You may include up to 3 Master cards in your deck. Generic Immortal >From the dawn of time we came, moving silently down through the centuries. Living many secret lives, struggling to reach the time of the Gathering, when the few who remain will battle to the last. No one has ever known we were among you...until now. You may include any number of Immortal Specific cards from one Persona that are not Reserved or Signature in your deck. Normal restrictions still apply. You may include up to 3 Master cards in your deck. Generic Immortal >From the dawn of time we came, moving silently down through the centuries. Living many secret lives, struggling to reach the time of the Gathering, when the few who remain will battle to the last. No one has ever known we were among you...until now. You do not have to include the Basic Attacks and Defenses, but you must include at least 9 attacks and 6 blocks in your deck. You may include up to 3 Master cards in your deck. Generic Immortal >From the dawn of time we came, moving silently down through the centuries. Living many secret lives, struggling to reach the time of the Gathering, when the few who remain will battle to the last. No one has ever known we were among you...until now. If you are using a Weapon of Choice, you may increase the Restriction of all Weapon Specific cards for that Weapon of Choice by one. You may include up to 3 Master card in your deck. AMANDA Amanda Femme Fatale S3 EDGE Play in conjunction with Seduce. You may play another Seduce this turn. Amanda Mistaken Identity R3 SITUATION Play this card on any Situation Ally you have in play. At any time, you may discard the Ally to prevent all damage done to you from one attack and all Events this turn to zero. If the Ally leaves play for any reason discard this card. ANNIE DEVLIN Annie Devlin Eye for an Eye R3 EVENT Play in conjunction with a Basic Attack. This attack cannot be dodged. If your opponent has a card in play that did damage to you this turn, even if that damage was prevented, this attack does 2 additional damage if successful. Annie Devlin Flashing Blade S2 EDGE You may play this card if you are using a one-handed Weapon of Choice. Play in conjunction with an attack. Blocks will not block multiple attacks you play this turn. CEIRDWYN CEIRDWYN Raised a warrior among the Iceni, a Celtic tribe of early Britain, Ceirdwyn remains a formidable swordswoman to this day. Ceirdwyn became immortal in 60 AD, during her tribe's battle to repel the invading armies of Rome. Boudicca and her woad-painted troops succeeded in torching the Roman stronghold, but in the end, were felled by Rome's superior tactics. Ceridwyn, finding herself alive when her people and her way of life were dead, became the student of Marcus Constantine, an Immortal Roman General. You may play an additional non-Special attack during your turn for each Ally you have in play. You may include up to 5 Master cards. Ceirdwyn Alaine SITUATION While this card is in play, whenever you make an Exertion you may pull any number of attacks from the Exertion and put them into your hand. You may only have one Alaine in play. Ceirdwyn Back Away DODGE (Green Grid: All Areas) This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. Ceirdwyn Battle Rage R4 EVENT Play in place of an attack. You may play one additional non-Special attack this turn for each Ally you have in play. Dodges will not avoid multiple attacks played from a Battle Rage. You lose 1 Ability. Ceirdwyn Callum S SITUATION While this card is in play, you may ignore the effects of any cards your opponent has in play which prevent you from playing blocks or dodges from your hand. You may also play blocks against unblockable attacks and dodges against undodgeable attacks. You may only have one Callum in play. "Watch your back!" - Callum Ceirdwyn Continuity SITUATION You are using your opponent's force against him. For the next three defenses, if you defend against a Power Blow, you may make a Power Blow without an Exertion. This is a Standing Defense. Discard this card after the third defense is played. Ceirdwyn Evade DODGE (Green Grid: Left Column) You narrowly avoid your opponent's attack. Ceirdwyn Evade DODGE (Green Grid: Right Column) You narrowly avoid your opponent's attack. Ceirdwyn Flashback SITUATION Discard Flashback to duplicate the effects of an Edge card your opponent played last turn. Treat the effects as if you played that Edge. Ceirdwyn Jakob SITUATION While this card is in play, whenever you make an Exertion you may pull any number of Edge cards from the Exertion and put them into your hand. You may only have one Jakob in play. Ceirdwyn Master's Attack R2 SPECIAL ATTACK (Gold Grid: Middle Center) This attack cannot be blocked and cannot be a Power Blow. Ceirdwyn Master's Dodge R3 DODGE (Green Grid: All Areas) Ceirdwyn Myra SITUATION While this card is in play, whenever you make an Exertion you may pull any number of defenses from the Exertion and put them into your hand. You may only have on Myra in play. Ceirdwyn Neva S SITUATION While this card is in play, you may ignore the effects of any cards your opponent has in play which prevent you from playing attacks. You may only have one Neavah in play. "Fight well." - Neva Ceirdwyn Power Blow EVENT Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. Ceirdwyn Retribution R4 EVENT You may play this card if your opponent removed one of your Allies from play during his last turn or played an Event that does damage to you. Retribution does 3 damage to him. Ceirdwyn Trip EVENT You force your opponent onto rough ground, tripping him. Your next attack this turn may be Hidden and does an additional point of damage if successful. Your opponent loses any Standing Defenses. DUNCAN MACLEOD Duncan MacLeod Master of Disguise 3 SITUATION While this card is in play, you may roll a die for each attack played against you before playing defenses. For each roll there is a 2 in 6 chance you avoid the attack. Discard this card if you draw a card. You may only have one Master of Disguise in play. Duncan MacLeod T-Bird OBJECT Discard this card to retrieve a Location from your discard pile and place it in your hand. You may only have one T-Bird in play. KALAS Kalas Insurance 3 EVENT Your opponent must discard 3 blocks at the beginning of his next turn. If he does not discard any blocks, he must choose to take either 3 damage or lose 2 Ability. Kalas Insurance S3 SITUATION If your opponent must discard cards from his hand during his Draw/Discard Phase, you may look at his hand and discard those cards instead. Discard this card any time your opponent's Ability is less than 5. Kalas Master's Block R2 BLOCK (Blue Grid: All Areas) If this is the last defense you play during your turn, you may still attack as normal. KANIS KANIS You may begin the game with any one Hound already in play. During the game you may discard a Hound you have in play to prevent all damage done to you from one attack or Event your opponent has played. You may include up to 5 Master cards. Kanis Back Away DODGE (Green Grid: All Areas) This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. Kanis Evade DODGE (Green Grid: Left Column) You narrowly avoid your opponent's attack. Kanis Evade DODGE (Green Grid: Right Column) You narrowly avoid your opponent's attack. Kanis Flashback EVENT You remember a situation in the past similar to this one. You may discard up to 3 cards from your hand for each Hound you have in play and draw an equal number of cards to replace them. Kanis Hound R2 SITUATION: Hampton Your opponent cannot play blocks from his hand during his turn unless he discards a defense from his hand for each Hound you have in play. You may have only one Hampton in play. Kanis Hound R2 SITUATION: Lancaster Your opponent cannot play dodges from his hand during his turn unless he discards a defense from his hand for each Hound you have in play. You may have only one Lancaster in play. Kanis Hound R2 SITUATION: Cornwall Your opponent loses one attack each turn unless he discards a defense for each Hound you have in play. You may have only one Cornwall in play. Kanis Leader of the Pack EVENT Play an additional attack this turn for each Hound you have in play. Kanis Master of the Hunt R6 EVENT For each Hound you have in play, you may remove one Situation from play. Kanis Master's Maneuver R6 SITUATION While Master's Maneuver is in play, for each defense your opponent discarded from his hand during his last turn due to any Hounds you have in play, you may make one of your attacks this turn Hidden. Kanis Power Blow EVENT Play this card in conjunction with an attack. You do not need to make an Exertion to a make this attack a Power Blow. Kanis Purebreed R3 EVENT Search through your Endurance and choose one Hound. Put that card directly into play. Reshuffle your Endurance. KANWULF KANWULF Born in Norway in 802 AD, Kanwulf realized his Immortality 32 years later when he received a death blow while raiding an English town. Though a thousand years have passed, Kanwulf never turned from his ancient beliefs. His blood sacrifices of unlucky locals attest to his faith in the power of Odin. You may discard up to 3 defenses at the beginning of your turn. For each defense you discard, you must either; play an additional non-Special attack this turn, make a non-Special attack you played this turn do an additional point of damage if successful, or retrieve a Basic Attack from your discard pile. You may use the War Axe as a one-handed (1 Hand Icon) weapon. You may include up to 5 Master cards. Kanwulf Back Away DODGE (Green Grid: All Areas) This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. Kanwulf Battle Rage R4 EVENT Discard any number of defenses. You may play an additional non-Special Attack for each defense you discard. You lose 1 Ability. Dodges will not avoid multiple attacks from a Battle Rage. Kanwulf Combination EVENT Play any number of Basic Attacks from your hand. These attacks form a single Special Attack. Kanwulf Continuity SITUATION You are using your opponent's force against him. For the next three defenses, if you defend against a Power Blow, you may make a Power Blow without an Exertion. This is a Standing Defense. Discard after the third defense is played. Kanwulf Evade DODGE (Green Grid: Left Column) You narrowly avoid your opponent's attack. Kanwulf Evade DODGE (Green Grid: Right Column) You narrowly avoid your opponent's attack. Kanwulf Extra Shot EVENT Play an additional attack this turn. If you make more than one attack this turn, your opponent cannot play a new defense for this attack unless that defense is from an Exertion. Kanwulf Flashback SITUATION You remember a situation in the past similar to this one. Discard Flashback to make an additional 3-card Exertion this turn. Kanwulf Master's Advice R SITUATION Odin rewards his faithful. While this card is in play your Ability is increased by 2. You may only have one Master's Advice in play. Kanwulf Sacrifice S4 EVENT Each player may discard one Ally they have in play or one Ally from their hand. Each player that does not discard an Ally takes 2 damage. Kanwulf Trip Uncommon EVENT You force your opponent onto rough ground, tripping him. Your next attack this turn may not be dodged. Your opponent loses any Standing Defenses. KERN Kern Calm Before the Storm R EVENT All players must discard all attacks from their hand to the top of their Endurance in any order. Kern Musket R2 OBJECT Discard this card after playing a Thrust. The Thrust is now considered a Ranged Attack. You may only have one Musket in play. LUTHER Luther Incense of Pain R4 OBJECT While this card is in play, if a player's Ability increases, at the end of their Ability Adjustment Phase they must discard 3 cards from the top of their Endurance for each point of Ability gained and for each Incense of Pain in play. Luther Master's Attack S4 SPECIAL ATTACK (Gold Grid: Middle Center) If successful, this attack does additional damage equal to the amount of damage done to you this turn, even if that damage was prevented. Your opponent cannot play a block against this attack unless the block played comes from an Exertion. MARTIN HYDE MARTIN HYDE Martin Hyde became Immortal in a battle against Danish raiders in the early 11th century. Kanwulf the Viking taught the young Hyde the basics of the Game. Hyde soon found that he enjoyed the chase as much as the kill. A consummate swordsman, Hyde will only fight those he consideres fellow Masters, and will forgo easy victory over opponents he deems not worth the bother. During your Draw/Discard Phase, you may draw up to or must discard down to a number of cards equal to your current Ability plus the number of Master cards allowed by your opponent. You may include up to 5 Master cards. Martin Hyde Back Away DODGE (Green Grid: All Areas) This defense will not avoid Ranged Attacks. You may only make Ranged Attacks this turn. Martin Hyde Combination EVENT Play an additional attack this turn. Defenses will not block or avoid multiple attacks you play this turn. Martin Hyde Continuity SITUATION You are using your opponent's force against him. The next three defenses you play may block Power Blows without an Exertion. This is a Standing Defense. Discard after the third defense is played. Martin Hyde Evade DODGE (Green Grid: Left Column) You narrowly avoid your opponent's attack. Martin Hyde Evade DODGE (Green Grid: Right Column) You narrowly avoid your opponent's attack. Martin Hyde Extra shot EVENT Play an additional attack this turn. If you make more than one attack this turn, your opponent cannot play a new defense for this attack unless that defense is from an Exertion. Martin Hyde Hunter EVENT Your opponent cannot play any Special or Edge cards during his next Defense Phase. Martin Hyde Intimidate EVENT Your opponent may not make an Exertion to make Power Blows or Power Blocks during his next turn. Martin Hyde Master's Block R2 BLOCK (Blue Grid: All Areas) If this is the last defense you play during your turn, you may still attack to any area as normal. Martin Hyde Master's Trick EVENT Opponent must discard all Master cards from his hand. For each Master card discarded in this fashion, your opponent takes 1 point of damage. Martin Hyde Stalk S2 SPECIAL ATTACK (Gold Grid: Upper Center) If your opponent play a Special card during his last turn that increased his Ability, then this attack cannot be blocked or dodged. This attack cannot be a Power Blow unless it is a Head Shot. Martin Hyde Weapon Bind R2 EVENT Play this card during your Defense Phase if your opponent has played a successful attack this turn. At the beginning of his next turn, your opponent must discard all blocks from his hand. NEFERTIRI Nefertiri Have A Good Life R2 EVENT Play this card if your opponent has a Situation Ally in play. He takes 2 damage unless he discards the Ally from play. PAUL KINMAN PAUL KINMAN Famed throughout England for his swordarm, Paul Kinman has been a hired assassin for over 500 years. Kinman's first death came in a duel over an imagined insult, and he remains to this day quick to anger, quick to take offense, and eager to duel at the least excuse. With his expertise in weapons of all descriptions, however, it is rare indeed that Kinman experiences a repeat of the indignity of defeat he suffered in 1448. If your opponent plays an unsuccessful defense against any of your Hidden Attacks, he cannot Exert for a defense that turn. You may include up to 5 Master cards. Paul Kinman 9mm S2 OBJECT When played, place up to 9 Basic Attacks from your hand under 9mm. If you do not play any attacks or Special cards during your turn, you may play one attack from under each 9mm as a 1-point Ranged Attack even if you have two Hand Icons in play. ONE HAND ICON Paul Kinman Back Away DODGE (Green Grid: All Areas) This defense will not avoid Ranged Attacks. You can only make Ranged Attacks this turn. Paul Kinman Combination EVENT Play an additional attack this turn. If you play more than one attack this turn, this additional attack may be Hidden. Paul Kinman Continuity SITUATION The next three defenses you play may be made Power Blocks without an Exertion. After the third defense is played, discard this card. This is a Standing Defense. Paul Kinman Contract Killer 4 SITUATION:PLOT Play on any Situation Ally your opponent has in play. If the Ally is removed from play, you may gain 1 Ability or search your Endurance for one card and put it in your hand; reshuffling your Endurance afterwards. When the Ally leaves play, discard this card. Paul Kinman Deceiver SITUATION Play on any Situation Ally you have in play. You may discard this card and the Ally to prevent all damage from one card. If the Ally leaves play for any reason, discard this card. "What are you doing?" - Kayla Brooks Paul Kinman Reload 2 EVENT You may only play this card if you have 9mm in play. You may place up to 9 Basic Attacks from your hand under 9mm. The 9mm may not have more than 9 attacks under it at any time. ONE HAND ICON Paul Kinman Side Step DODGE (Green Grid: Left and Center Columns) Your next attack this turn may be Hidden. Paul Kinman Side Step DODGE (Green Grid: Right and Center Columns) Your next attack this turn may be Hidden. Paul Kinman Taunt R6 EVENT Choose an opponent. If that player does not play an attack during his next turn and make that attack a Power Blow, then at the end of his Draw/Discard Phase you may look at his hand. Choose one card from his hand and discard it. "Your friend died on his knees, bleeding like a stuck pig..." - Paul Kinman Paul Kinman Trip EVENT Your opponent loses all Standing Defenses he has in play. Your next attack this turn may be Hidden. RICHIE RYAN Richie Ryan Master's Attack R4 ATTACK (Red Grid: Blank) If you do not play a Special card this turn, you may play this card. This attack duplicates all areas and effects of one attack your opponent played during his last turn. SLAN QUINCE Slan Quince Brute SITUATION While this card is in play, you may use any two-handed Weapon of Choice as if it were only one-handed (1 Hand Icon). Slan Quince Mask R2 OBJECT While in play, damage to you from all Upper Attacks is reduced by 1. You may only have 1 Mask in play. XAVIER ST.CLOUD Xavier St. Cloud Loot R2 EVENT You may play this card if you have Poison Gas in play. Search through your opponent's Endurance and choose 3 cards to place in their discard pile. Your opponent must reshuffle his Endurance. BROAD BLADED SPEAR BROAD BLADED SPEAR Spears have existed in one form or another for more than 500,000 years. It was not until around 20,000 B.C. that horsemen began to use spears as a ranged weapon. Broad bladed spears were made to prevent the blade from penetrating to far and to keep it from being easily pulled from the wound. The wide blade also makes for easier parrying. If the last defense you play is a Back Away, you may still play Basic Attacks as normal during your Attack Phase. You cannot make Hidden attacks. TWO HAND ICONS Broad Bladed Spear Impale 3 EVENT Play in conjunction with a Basic Attack. If this attack is successful, it does an additional 2 damage. Broad Bladed Spear Quality Blade OBJECT While this card is in play, you may draw a card for each dodge you play during your turn. Broad Bladed Spear Spinning Block BLOCK (Blue Grid: Upper Row) If the next attack you play is a Slash, it cannot be blocked. Broad Bladed Spear Spinning Block BLOCK (Blue Grid: Left Column) If the next attack you play is a Slash, it cannot be blocked. Broad Bladed Spear Spinning Block BLOCK (Blue Grid: Right Column) If the next attack you play is a Slash, it cannot be blocked. CLAYMORE CLAYMORE The claymore is a great sword of Scottish origin used by the Highlanders and Scottish mercenaries. Its great length and weight has proven to strong for most blades and has encouraged the use of shields. The term claymoer is from the Gaelic claidhemohmor, meaning great sword. At the beginning of your turn, you must discard the top card of your Endurance. Your opponent must discard the top card of his Endurance for each successful block he plays. Decrease the size of any Standard Exertion you make by 2 cards. TWO HAND ICONS Claymore Cleave 2 SPECIAL ATTACK (Gold Grid: Middle Row) Claymore Cleave 2 SPECIAL ATTACK (Gold Grid: Center Column) Claymore Hammer Blow EVENT Play this card in conjunction with an attack. You do not need to make an Exertion to make this attack a Power Blow. If your opponent blocks the Hammer Blow, there is a 2 in 6 chance he becomes Prone. Claymore Quality Blade OBJECT While this card is in play, and when you discard the top card of your Endurance for Claymore at the beginning of your turn, you may instead place that card at the bottom of your Endurance after looking at it. Claymore Reach 4 EVENT Play in conjunction with a Back Away. If the Back Away was the last defense you played this turn, you may attack as normal. GLADIUS GLADIUS An improvement upon the short sword, its double-edged blade and strong tip proves useful against most armor. The handle is usually of wood or ivory and the pommel rounded for easy pummeling. Its short nature allows for some surprising tactics in close quarters though it means getting in real close to your opponent. You may make an Exertion to make a Basic Attack you play undodgeable; the attack cannot be a Power Blow. You must discard a defense from your hand for each Power Block you make. ONE HAND ICON Gladius Deflect BLOCK (Blue Grid: Upper Left, Upper Center, Middle Left) If Deflect is the last successful defense you played this turn, you may attack to an area you just blocked this turn and you may play an additional attack this turn. Gladius Deflect BLOCK (Blue Grid: Upper Center, Upper Right, Middle Right) If Deflect is the last successful defense you played this turn, you may attack to an area you just blocked this turn and you may play an additional attack this turn. Gladius Quality Blade OBJECT While this card is in play, when you discard a defense for Gladius when making a Power Block you may draw 1 card. Gladius Stab 2 ATTACK (Red Grid: Middle Left) If this attack is made Hidden, it cannot be dodged. Gladius Stab 2 ATTACK (Red Grid: Middle Right) If this attack is made Hidden, it cannot be dodged. Gladius Twist EDGE Play in conjunction with a non-Special Attack. If the attack is successful, it does an additional point of damage for each Twist played with the attack. KATANA SWORD KATANA SWORD A weapon of japanese origin, the katana was a design centuries before its time. The nature of its design allows for immediate recovery after a strong attack, which would normally leave openings in on's defenses. Before the game begins, you must declare whether you are using the Katana as a one or two handed weapon. At the beginning of your turn, you may change the Katana Sword to a one-handed (1 Hand Icon) or two-handed (2 Hand Icons) weapon. During any turn in which you have changed the Katana to a one or two-handed weapon, you cannot play attacks. ONE HAND ICON or TWO HAND ICONS Katana Sword Lightning Reflexes SITUATION While this card is in play, if you are using the Katana as a one-handed weapon then during your Defense Phase you may return one successful block you have in play to your hand. If you do not play that block again this turn, you must discard it at the end of your Defense Phase. Katana Sword Lightning Strike 3 EDGE If you are using the Katana as a two-handed weapon, you may play this card in conjunction with a Slash. If the previous attack you played this turn was Slash, then this attack cannot be blocked. You may play an additional attack this turn. You may play only one Lightning Strike with Slash. Katana Sword Lightning Strike 3 EDGE If you are using the Katana as a two-handed weapon, you may play this card in conjunction with a Slash. If the previous attack you played this turn was Slash, then this attack cannot be dodged. You may play an additional attack this turn. You may play only one Lightning Strike with a Slash. Katana Sword Quality Blade OBJECT While this card is in play, you only lose 1 attack when changing the Katana to a one or two-handed weapon. PARRYING BLADE PARRYING BLADE Not as strong as most bladed weapons, the parrying blade has trouble against larger, heavier blades. Still, it is quite impressive to see a skilled swordsman using a quick blade in one hand and a parrying blade in the other. Your opponent's first attack cannot be to the last area you blocked. If you make a Power Block, you must discard the top 3 cards from your Endurance. You can only have one Parrying Blade in play. You may use the Parrying Blade if you are using another one-handed (1 Hand Icon) Weapon of Choice. ONE HAND ICON Parrying Blade Dual Attack 2 SPECIAL ATTACK (Gold Grid: Upper Left and Lower Right) You may play this card if you have two Weapons of Choice in play. If this attack is successful, it does an additional point of damage. Your opponent's next attack cannot be blocked. Parrying Blade Dual Attack 2 SPECIAL ATTACK (Gold Grid: Lower Left and Upper Right) You may play this card if you have two Weapons of Choice in play. If this attack is successful, it does an additional point of damage. Your opponent's next attack cannot be blocked. Parrying Blade Surprise Strike ATTACK (Red Grid: Middle Left) If you played an attack this turn, you may play this attack as an additional attack. If the last defense you played this turn was a Dodge, you may play this attack Hidden. Parrying Blade Surprise Strike ATTACK (Red Grid: Middle Right) If you played an attack this turn, you may play this attack as an additional attack. If the last defense you played this turn was a Dodge, you may play this attack Hidden. Parrying Blade Trap 4 EVENT You may play this card if the last defense you played this turn was a successful block. Your opponent loses 1 attack next turn. If your opponent plays a dodge during his next turn, there is a 1 in 6 chance he is Disarmed. RAPIER RAPIER The rapier is a light weapon with a straight, double-edged, pointed blade. The term rapier is often used to describe a peasants sword, but the rapier quickly became fashionable among nobles and gentlmen. The intention of a rapier was as a slashing and thrusting weapon, but later versions became solely for thrusting. You may play an additional non-Special attack during your turn. All Basic Attacks you play do 1 less damage. This will not reduce an attacks damage to less than 1. ONE HAND ICON Rapier Bleeding Wound 3 SITUATION Play in conjunction with a non-Special attack. If the attack is not successful, discard this card. While this card is in play, your opponent takes 1 damage during his turn for the next three turns. At the end of your opponent's third turn, discard this card. Rapier Quality Blade OBJECT While this card is in play, you may play Basic Attacks to an area you last blocked. Rapier Slice ATTACK (Red Grid: Upper Left and Middle Center) This attack cannot be a Power Blow. If the next attack you play this turn is Slice, that attack cannot be dodged. Rapier Slice ATTACK (Red Grid: Upper Right and Middle Center) This attack cannot be a Power Blow. If the next attack you play this turn is Slice, that attack cannot be dodged. Rapier Swashbuckler 2 SITUATION While this card is in play, you may play an additional non-Special attack during your turn for each dodge you play during your Defense Phase. SABER SABER Originally developed in the steppes of Russia, the saber was adopted by the Slavs in the ninth century. Centuries later it became popular among the Turks and the Persians. They later developed their own form of saber which became known as the scimitar. If you played an improper defense against a Hidden Attack, you may play a block from your hand after revealing the Hidden Attack. You must discard a Basic Attack to play a non-Special attack. ONE HAND ICON Saber Guard 2 BLOCK: GUARD (Blue Grid: Upper Row, Middle Left, Middle Center, and Lower Left) You may not attack to any areas covered by this block while it is in play. You may keep this card in play and use it again until you play a new defense. This is a Standing Defense. Saber Guard 2 BLOCK: GUARD (Blue Grid: Upper Row, Middle Center, Middle Right, and Lower Right) You may not attack to any areas covered by this block while it is in play. You may keep this card in play and use it again until you play a new defense. This is a Standing Defense. Saber Quality Blade OBJECT While this card is in play, anytime you discard a Basic Attack from your hand you may place it at the bottom of your Endurance. Saber Slash 3 ATTACK (Red Grid: Upper Row) This attack cannot be a Power Blow. Saber Slash 3 ATTACK (Red Grid: Left Column) This attack cannot be a Power Blow. Saber Slash 3 ATTACK (Red Grid: Right Column) This attack cannot be a Power Blow. SHIELD SHIELD Shields are one of the most common defensive pieces of armor. Over long combats it's weight requires good strength and endurance, but being able to use the shield against most types of ranged attacks proves to out weigh its disadvantages. You may use the Shield if you are using another one-handed (1 Hand Icon) Weapon of Choice. Play this card before the game begins. Any basic block you play may remain in play as a Guard and is considered to be a Standing Defense. At the beginning of your turn, you must discard the top card of your Endurance for each Guard you have in play. ONE HAND ICON Shield Under Cover EDGE If your opponent has played a Ranged Attack during his last turn, you may play a block against the Ranged Attack if you play this card in conjunction with that block. WAR AXE WAR AXE The axe is one of the oldest weapons of man. The first axe dates back almost 35,000 years. The earliest modern axes came about during the ninth century and were often decorated with carvings. Naval crews used axes as boarding weapons until such a tactic became obsolete. At the end of your turn, you must discard any Standing Defenses you have in play. All of your successful Power Blows do an additional point of damage. TWO HAND ICONS War Axe Attack Weapon 3 EVENT Play in conjunction with a Basic Attack. If your opponent successfully blocks this attack, there is a 2 in 6 chance his weapon breaks. If you make this attack a Power Blow, then the chance increases to 4 in 6. War Axe Quality Blade OBJECT While this card is in play, any Basic Blocks you play may cover one additional adjoining area on its grid. You may only have one Quality Blade in play. War Axe Throw 3 SPECIAL ATTACK: RANGED (Gold Grid: Middle Center) You may play this card even if you have two Hand Icons in play. Throw does 3 damage. You cannot play attacks or blocks next turn.