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[Spoiler] Set 10

666RazieL
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Inscrit le: 22 Mai 2006
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MessagePosté le: Ven Fév 01, 2008 11:12 am     Sujet du message:

sinon p'tit spoil ... les guerriers du bois vont avoir droit à LEUR carte fétiche !

(un peu comme Blossius pour les guerriers du Métal, Couronne d'Angleterre pour les guerriers du feu, etc.)

A présent ça va devenir difficile de déraciner un arbre ! Cool
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roger-le-routier
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Inscrit le: 27 Déc 2005
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MessagePosté le: Lun Fév 04, 2008 10:09 am     Sujet du message:

ce sera de l'officiel ou un délire US ?
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nairod
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MessagePosté le: Lun Fév 04, 2008 12:36 pm     Sujet du message:

666RazieL a écrit:
sinon p'tit spoil ... les guerriers du bois vont avoir droit à LEUR carte fétiche !

(un peu comme Blossius pour les guerriers du Métal, Couronne d'Angleterre pour les guerriers du feu, etc.)

A présent ça va devenir difficile de déraciner un arbre ! Cool


ils sortent enfin Idéfix?
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"D'un côté 150 fils de pute déchainés qui chargent à bride abattue, de l'autre toi, tout seul..."
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666RazieL
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Inscrit le: 22 Mai 2006
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MessagePosté le: Lun Fév 04, 2008 4:06 pm     Sujet du message:

nairod a écrit:
666RazieL a écrit:
sinon p'tit spoil ... les guerriers du bois vont avoir droit à LEUR carte fétiche !

(un peu comme Blossius pour les guerriers du Métal, Couronne d'Angleterre pour les guerriers du feu, etc.)

A présent ça va devenir difficile de déraciner un arbre ! Cool


ils sortent enfin Idéfix?


Laughing

ça sera un spécial égyptien Cool
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666RazieL
Beowulf


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MessagePosté le: Sam Juil 19, 2008 12:38 pm     Sujet du message:

Pour ceux qui passent encore ... v'là ce qu'aurait plus ou moins donné le set 10.

Citation:
East Indian

Ashoka the Great (Fire)
-- -- --
+2 -- +1
-- /\ +1
-- -- --
East Indian * Warrior * Male
8 Life
3 Speed
7 Experience
1 Damage
Ability: This card counts as aether card.
Ability: When you make your first weapon attack each round, it deals +1 damage. After the end of the second round, you cannot attack with weapons.

(3) Sumeru (Aether)
East Indian * Inspiration * Mystic
Ability: At the start of the round, if you did not win initiative and have less life than the player who did, that player may choose to go last. If they do not, gain 2 life and +1 experience.

(4) Urumi (2)
-- -- --
+1 +1 +1
+0 /\ +0
-- -- --
East Indian * Weapon * Sword (1 Hand)
Unpredictable: ~ Reveal: Roll 2 dice and place them on this card.
Wild Slash: ~ When you make an attack roll with this weapon, you may replace a die in the attack roll with one of the dice on this card.

(4) Ajaatashatru's Gem
East Indian * Armor * Item
Ability: Before you take damage from an opponent's card ability, roll two dice. If this roll is less than your experience, reduce the damage to 0. If this roll is greater than your experience, deal an equal amount of damage to that opponent.


(5) Edicts of Ashoka
East Indian * Special * Item * Location
Ability: When any play makes an attack, it cannot gain a damage bonus.
Ability: After you take damage from a weapon attack, if you did not make a weapon attack on your last turn, deal 1 damage to the attacker.

Chandragupta Maurya (Earth)
-- -- --
-1 -1 +2
+1 /\ --
-- -- --
Indian * Warrior * Male
8 Life
3 Speed
6 Experience
1 Damage
Ability: At the end of each round, roll one die and swap that die with a die on one of your support cards.
Ability: Once each round, after you modify dice in a roll, your next roll gains +2.

(5) Kali (Fire)
East Indian * Inspiration * Deity * Female
Fury: ~ Reveal: Roll four dice and place them on this card.
Death Dance: ~ When you make a basic attack roll, you may replace a die in the attack or defense roll with a die on this card.

(6) Katar (0)
-- -- --
-- -- --
-- /\ --
-- -- --
East Indians * Weapon * Knife (1 Hand)
Ability - Reveal: Roll three dice and place them on this card.
Ability: Once per turn, after you complete a basic attack roll, you may remove one die from this card with the same value as a die in the roll. If you do, the roll gains +1 and the attack deals +2 damage.

(7) Antariya
East Indian * Armor * Leg
Unburdened: ~ Reveal: Roll 3 dice and place them on this card.
Sidestep: ~ When you make a defense roll, you may replace a die in the defense roll with a die on this card.

Chanakya
East Indian * Special * Ally * Male
Ability: Attacks from an opponent with a fire card in play cannot deal more than base damage.
Ability: If you do not have a fire card in play, whenever you swap or replace a die in any roll gain +2 experience.

Chandragupta II (Metal)
-- -- --
-- -1 +1
+0 /\ --
-- -- --
East Indian * Warrior * Male
8 Life
3 Speed
6 Experience
1 Damage
Ability: At the start of each round. roll one die. If the result is less than or equal to the amount of damage you received last round, reduce all damage you receive this round by 1, to a minimum of 1.

(3) Dhruvasvamini (Water)
East Indian * Inspiration * Ally * Female * Stratagem (2)
Ability - Reveal: If you played this card as a stratagem, replace your warrior's grid and experience with the grid and experience of a warrior in your discard pile until the end of the round.
Ability: Opponents' abilities that trigger off your elements or traits have no effect.

(9) Indian Steel Bow (1)
+1 +1 +1
-- -- --
-- -- --
-- /\ --
East Indian * Weapon * Ranged (2 Hands)
Ability ~ Action: Once per turn, make an attack with this weapon at +1 against a non-adjacent warrior. If you hit with this weapon last round, this attack deals +1 damage.

(0) Gupta Mail Armor
East Indian * Armor * Torso
Ability: After you are hit by a weapon attack, roll two dice. If the result is less than the attacker's experience, re-direct 1 damage from the hit to the attacker.

(6) Iron Pillar of Delhi
East Indian * Special * Item
Inscription: ~ Reveal: Roll three dice and place them on this card.
Vishnu's Honor: ~ When you make a non-attack, non-defense roll, you may replace one of the dice in the roll with a die on this card. If the roll is doubles, gain 1 life.

Hemu (Water)
-- -- --
-- +1 +0
-1 /\ --
-- -- --
East Indian * Warrior * Male
7 Life
3 Speed
7 Experience
1 Damage
Ability: After you use an action ability or an action to move, chose an adjacent opponent. That player's next roll gets -1.

(5) Ganesha (Water)
East Indian * Inspiration * Deity
Vighneshvara: At the start of each of your turns, you may discard a non-weapon support card in the arena.
Mûlâdhâra: When you are attacked, if you do not have a torso card in play, no more than one card ability can give an attack roll or damage bonus for the attack.

(8)Saintie (1)
+1 +0 --
-- +1 -1
-- /\ --
-- -- --
East Indian * Weapon * Polearm (2 Hands)
Ability: Once each round, after you attack with this weapon, if the attack roll was greater than the defense roll plus 3, the defender may not make weapon attacks on their next turn.

(6) Howdah
East Indian * Armor * Item * Stratagem (2)
Ability: At the start of each round, roll one die and place it on this card.
Ability: After you are hit by a weapon attack, if any of the dice in the attack roll have the same value as a die on this card, that attack deals -1 damage to a minimum of 0. After this attack deals damage, if you played this card as a stratagem, you may increase or decrease the value of a die on this card by 1.

(2) War Elephants
East Indian * Special * Item * Ally
Ability - Action: Once per round, choose an opponent in the same row or column as you and place this card in that warrior's square. After you do, that player may allow you to move and rotate their warrior; if they do not, deal 2 damage to them.
Ability: When any player moves into this card's space, deal 1 damage to them.

Lakshmi Bai (Water)
-- -- --
+2+1 --
-- /\ -1
-- -- --
East Indian * Warrior * Female
8 Life
3 Speed
5 Experience
1 Damage
Ability: Once per round, when you make a basic attack, if that attack is a critical hit you may make another basic attack. This attack deals +1 damage.

(4) Durga (Earth)
East Indian * Inspiration * Deity * Female
Ability: You may ignore hand restrictions on one-handed weapons.
Ability: After you are hit by a weapon attack, the attacker chooses one of the following: their next weapon attack deals -2 damage, to a minimum of 1; or when you make an attack roll for a weapon attack on your next turn, the roll gains +2.

(2) Talwar (1)
-- -- --
+1 -- --
+0 /\ -1
-- -- --
East Indians * Weapon * Sword (1 Hand)
Ability: Once per round, after you make an attack with this weapon, if the attack roll was greater than the defense roll plus 3 and the defender's speed is not less than your own, the defender gets -1 speed on their next turn.

(4) Dhal Shield
East Indian * Armor * Shield (1 Hand)
Ability: After you complete a roll, if any of the dice in the roll match your experience, that roll gains +1.
Ability: When you make a defense roll, if you have more or less speed than the attacker, the roll gains +1.

(7) Fort Jhansi
East Indian * Special * Location
Ability: Before you make a basic attack roll, the defender may choose to give that roll +2. If they do not, and the attack hits, it is considered a critical hit.

Egyptians

Ahhotep I (Wood)
-- -- --
-- +1 --
+1 /\ +1
-- -- --
Egyptian * Warrior * Female
7 Life
3 Speed
6 Experience
1 Damage
Queen: ~ When an ability sets or reduces a warrior's life to a specific value, you may increase or decrease that value by 1.


(7) Sekhmet (Fire)
Egyptian * Inspiration * Deity * Female
Bloodlust: ~ When you make a basic attack roll, the roll gains +1 and you may reroll one die in the attack roll.
Sated: ~ When an opponent rolls doubles on a non-defense roll, discard this card and you lose -1 speed on your next turn.


(5) Minb Ahhotep (2)
-- -- --
-- +0 +1
-- /\ --
-- -- --
Egyptian * Weapon * Axe (2 Hands)
Remembered: ~ When you attack with this weapon, if this is the first attack with this weapon this round and your warrior is male, the attack does +1 damage.
Buried: ~ When you make an attack roll with this weapon, If your warrior is female, the roll gains +2.


(4) Linen Kilt
Egyptian * Armor * Leg
Step Away: ~ Once per round, when you are attacked with a basic attack or a knife attack, you may choose to exclude one die from the attack roll.


(3) Flies of Honor
Egyptian * Special * Item
Ability: ~ At the end of each round, if you are a Wood warrior and your life is less than 3, set your life to 3.



Amhose (Water)
-- -- --
+2 +0 --
+0 /\ --
-- -- --
Egyptian * Warrior * Male
8 Life
3 Speed
3 Experience
1 Damage
Collect Spoils: ~ After you hit an opponent with a basic attack, your next attack roll gains +2.


(4) Sobek (Water)
Egyptian * Inspiration * Deity
Crocodile: ~ When you make a defense roll, if you lost initiative this round, the roll gain +1.
Armed: ~ When you make a weapon attack roll, if you won initiative this round, you may reroll a die in the attack roll.


(3) Shortsword (2)
-- -- --
-- +1 +2
+1 /\ --
-- -- --
Egyptian * Weapon * Sword (1 Hand)
Deep Slice: ~ When you hit with this weapon, if the attack roll is three or more points greater than the defense roll, the attack deals +1 damage.


(9) Crocodile-skin Armor
Egyptian * Armor * Torso * Head * Strat (2)
Skinned: ~ Reveal: Move a number of spaces equal to the number of water cards in play. If you played this card as a Stratagem, after each space moved you may make a basic attack, if possible.


(1) Kebentiu
Egyptian * Special * Item
Transport: ~ At the start of the round, you may discard this card to make a number of consecutive basic attacks equal to the number of Ally and Water cards you have in play, if possible.



Ay It-hetjer (Wind)
-- -- --
+1 -- +0
-- /\ --
-- -- --
Egyptian * Warrior * Male * Cavalry
8 Life
3 Speed
2 Experience
1 Damage
Vizier: ~ At the start of each round, gain 1 life if a Stratagem card was revealed that round.
Commoner: ~ At the start of the round, if you lost initiative, choose an opponent. That opponent's first attack this round gets -2.


(5) Ma'at (Aether)
Egyptian * Inspiration * Deity * Female
Growth: ~ At the start of your turn, you may choose to gain 1 life. If you do so, your defense rolls cannot be increased or rerolled until the start of your next turn.
Balance: ~ After each time you gain life, if you have less life than your opponent, deal 1 damage to them.


(8) Chariot Spear (2)
-- -- --
+2 -- +2
-- /\ +0
-- -- --
Egyptian * Weapon * Polearm (1 Hand) * Cavalry * Strat (3)
Riding Stab: ~ Reveal: Roll 1 die. If the result is less than the number of Cavalry cards you have in play, deal 2 damage to an adjacent opponent. If you played this card as a Stratagem, you may set the die to any result.



(5) Pharaoh's Chariot
Egyptian * Armor * Cavalry * Strat (4)
Nobility: ~ Reveal: Place a number of counters on this card equal to the number of title cards you have in play. If you played this card as a Stratagem, also place a number of counters equal to the number of cavalry cards you have in play.
Rolling Strike: ~ Action: Remove a counter from this card to deal 1 damage to an adjacent opponent.


(6) Tutankhamun
Egyptian * Special * Male
Youth: ~ When any warrior makes a defense roll, the roll is made at +1.



Shoshenq I (Fire)
-- -- --
-- +0 +1
+1 /\ --
-- -- --
Egyptian * Warrior * Male
7 Life
3 Speed
7 Experience
1 Damage
Expansion: ~ Once per round, after you hit with a basic attack, roll two dice. If the result is less than or equal to your opponent's experience, the attack is considered a critical hit.


(2) Ptah (Aether)
Egyptian * Inspiration * Deity * Male
Speak: ~ Reveal: Choose an opponent. If their current life is greater than their printed life, deal 2 damage to them.
Rites: ~ Before a card ability is used on a card in the discard pile, gain +2 experience.


(7) Assaya (1)
-- -- --
-- +2 +2
+1 /\ --
-- -- --
Egyptian * Weapon * Sword (1 Hand)
Headshot: ~ When you hit with this weapon, the attack does +1 damage for each attack you missed since the last time you hit with this weapon.


(3) Tapered Leather Shield
Egyptian * Armor * Shield (1 Hand)
Defend: ~ When you roll two dice to make a non-attack roll, if your opponent has a weapon card in play, you may add or subtract an amount equal to the base damage of the weapon to your roll.


(8) Megiddo Stele
Egyptian * Special * Location
Written History: ~ After you hit an opponent with a weapon attack, you may choose a card in their discard pile or choose to gain 1 life. If you choose a card, abilities on that card have no effect until then end of the match.



Thutmose III (Wood)
-- -- --
-- +2 +1
-- /\ --
-- -- --
Egyptian * Warrior * Male
7 Life
3 Speed
9 Experience
1 Damage
Experienced: ~ When you are attacked, if your opponent's initiative is greater than their experience, their attack does -1 damage, minimum 1.


(2) Thoth (Water)
Egyptian * Inspiration * Deity * Male
Thrice Great: ~ Reveal: Place three counters on this card.
Justice: ~ Once per round, after your opponent makes a roll, you may remove a counter from this card to give the roll -2. If you do so, their next roll gains +2.


(5) Xpš Pr'' (2)
-- -- --
+1 +2 --
-- /\ +0
-- -- --
Egyptian * Weapon * Sword (1 Hand)
Strike Down: ~ When you make an attack roll with this weapon, you may discard one of your non-weapon support cards. If you do so, you may adjust one of the dice in the attack roll up or down by 1.


(3) Bronze Scalemail
Egyptian * Armor * Torso
Heavy: ~ Once per game, when you make a defense roll, reroll a die in the roll.
Captured: ~ When you make a defense roll, if there is two or more armor cards in your opponent's discard pile, the roll gains +2.

(4) Tekhen Waty
Egyptian * Special * Location
Trio: ~ Reveal: You may to give an opponent -3 experience or to set their next attack roll to 3.
Obelisk: ~ Before one of your support cards is discarded, gain 1 life.

Holy Roman

Basil II Boulgaraktonos (Metal)
-- -- --
-- +0 +1
-- /\ -1
-- -- --
7 Life
3 Speed
7 Experience
1 Damage
Holy Roman * Warrior * Male
Ability: Once per round, after an opponent deals damage to you, you may choose one of the following bonuses for your next attack: the attack roll gains +2, or the attack deals +1 damage.

(0) Samuil of Bulgaria (Wood)
Holy Roman * Inspiration * Male * Stratagem (2)
Ability: At the start of each round, choose a warrior. If you played this card as a strategem, you and that warrior are each other's rival until the end of the turn.
Ability: Basic attacks against a rival deal +1 damage.
Ability - Action: If you have at least one special card in play, you may discard all your special cards. If you do, discard this card. Any player may use this ability.

(4) Paramerion (2)
-- -- --
-- +1 +0
+1 /\ --
-- -- --
Holy Roman * Weapon * Sword (1 Hand)
Ability: When you make your first attack each round, if it would gain a damage bonus, you may re-roll one die of the attack roll.
Ability - Reveal: The next time you hit a rival with this weapon, it is a critical hit.

(4) Skutos
Holy Roman * Armor * Shield (1 Hand)
Ability: When you make a defense roll, that roll gains +1. When you make a defense roll against a weapon attack, if you have an ally in play or in your discard pile, the roll gains +2.

(5) Varangian Guard
Holy Roman * Norse * Special * Ally
Ability: At the end of each round, if an opponent dealt more than 2 damage to you, move and make an attack at +2.

Flavius Belisarius (Earth)
-- -- --
-- +1 +1
+0 /\ -1
-- -- --
8 Life
3 Speed
5 Experience
1 Damage
Holy Roman * Warrior * Male
Ability: After a roll is completed, if that roll was re-rolled or set, your next roll gains +1.

(4) Justinian I (Wood)
Holy Roman * Inspiration * Male
Ability: Once per turn, after you make a defense roll against a basic attack, you may set the attack roll equal to the attacker's experience.
Ability: Once per turn, when you complete a basic attack roll, if any of the dice match your experience, you may re-roll one die of that roll.

(5) Spathion (2)
-- -- --
-- +1 +1
-- /\ +0
-- -- --
Holy Roman * Weapon * Sword (1 Hand)
Ability: When you make a roll, if you hit with this weapon on your last turn, the roll gains +1.

(1) Klebanion
Holy Roman * Armor * Torso
Ability: After you are hit by an attack, if your defense roll was modified, the attack does -1 damage, to a minimum of 1.

(6) Hippodrome of Constantinople
Holy Roman * Special * Location
Ability: Once per turn, when you make an attack or defense roll against an opponent with a cavalry card, you may re-roll one die of that roll.
Ability: After an opponent's ability causes one of your abilities to have no effect, you may make an attack against them at +1.

Frederick I Barbarossa
-- -- --
+0 +1 +0
-1 /\ +1
-- -- --
Holy Roman * Warrior * Male * Cavalry
8 Life
3 Speed
7 Experience
1 Damage
Ability: Your title cards gain +2 initiative for each title card in play.
Ability: At the start of the round, if a Title card was revealed, move and make a basic attack against an adjacent opponent at +1.

(9) Lancea Longini (Aether)
Holy Roman * Inspiration * Polearm (1 Hand)
Ability: When you make an attack roll, you may re-roll any or all dice in the attack and/or defense rolls.
Ability: You may have another inspiration card in play. After you are hit by an attack, if that attack roll is greater than the defense roll plus three, give control of this card to the attacker.

(4) Falchion (2)
-- -- --
-- +1 +2
-- /\ --
-- -- --
Holy Roman * Weapon * Sword (1 Hand)
Hunt: When you attack with this weapon, if you moved this round, the defense roll cannot be modified.

(5) Diet of Roncaglia
Holy Roman * Armor * Title * Ability
Ability: Opponents' card abilities cannot turn your cards face-down, or cause your abilities to have no effect.
Ability: Your non-attack rolls gain +1 for each title card that you have in play.

(2) King of the Mountain
Holy Roman * Special * Title * Quest * Mystic
Time of Need: Once per game, at the start of the round, if you have less than 3 life, you may choose to take the first turn this round. If you have less life than an opponent, move.
Re-awaken: Once each match, at the start of any round, If you have lost a game this match, put this card into play from your discard pile.

Georg von Frundsberg (Wood)
-- -- --
+1 -- --
-1 /\ +0
-- -- --
Holy Roman * Warrior * Male
8 Life
3 Speed
8 Experience
1 Damage
Viel Feinde, viel Ehr: At the start of each round, if you have a face-up Title card, you may make a weapon attack at +1 against each opposing warrior with more life than you. These attacks cannot be critical hits.

(4) Maximilian I Von Hapsburg (Water)
Holy Roman * Inspiration * Ally * Male
Reichsreform: At the start of each round, if this card is in play or in your discard pile, choose an opponent. Abilities on that player's title, quest and item cards have no effect for this round. If this card is in your discard pile, you may not use this ability again this match.

(6)Bidenhander (2)
-- -- +1
+1 +0 --
-- /\ +1
-- -- --
Holy Roman * Weapon * Sword (2 Hands)
Ability: Abilities on opponents' polearm cards have no effect.
Parrying Hooks: While you have an armor card in play, weapon attacks made against you cannot be critical hits.

(8) Maximilian Armor
Holy Roman * Armor * Head * Torso * Arm * Leg
Ability: At the start of the round, roll 2 dice. If the roll is odd, your opponent's attack rolls get -2 this round. If the roll is even, you gain +1 speed for this round. If the roll is doubles apply both options.

(3) Oberster Feldhauptmann
Holy Roman * Special * Title * Ability
Ability: After you are hit by an attack, if you lost initiative this round, your next basic attack roll and next defense rolls each gain +2.

Heraclius (Metal)
-- -- --
-- +1 +1
-1 /\ --
-- -- --
Holy Roman * Warrior * Male
7 Life
3 Speed
7 Experience
1 Damage
Ability: Once per round, when you hit with a basic attack, if the attack roll was doubles, you may choose to deal 1 damage. If you do, select one of the opponents support cards. Abilities on that card have no effect until the end of your next turn.

(1) Martina (Water)
Holy Roman * Inspiration * Female * Ally
Ability - Reveal: Roll a die and place that many counters on this card. If you have a rival, you may roll an additional die and exclude one die from the roll.
Ability: When you make a non-defense roll, you may remove one counter to re-roll one die of the roll. At the end of each round, if there are any counters on this card, deal one damage to any warrior.

(6) Kontarion (2)
+1 +1 --
-- +0 -1
-- /\ --
-- -- --
Holy Roman * Weapon * Polearm (2 Hands)
Ability - Reveal: Deal 2 damage to any player with a cavalry card.
Ability: If you have a title or ally in play all of your rolls gain +1.

(5) Themata
Holy Roman * Armor * Location * Code * Stratagem (1)
Ability - Reveal: Place this card in any space in the arena.
Ability: When you make a defense roll, the roll gains +1 for each other card that is in or adjacent to this card's space, to a maximum of +2 or +4 if you played this card as a stratagem.

(7) Basileus Autokrator Romaion
Holy Roman * Special * Title
Pistos en Christo to Theo: When any warrior completes a basic attack roll, if the roll is consecutive numbers, they may choose to have the attack roll count as doubles.
No others: Opposing warriors that have used an ability on a support card you own are your rival.

Tribes of Israel

Abraham (Wood)
-- -- --
+2 +0 -1
-- /\ +1
-- -- --
Tribes of Israel * Warrior * Male
8 Life
3 Speed
6 Experience
1 Damage
Covenant: Once per turn, after you are hit by a rival's weapon attack, deal 1 damage to them.
Patriarch: Once per turn, after any player uses an ability on a card in the arena, move.

(5) Melchizedek (Aether)
Tribes of Israel * Inspiration * Ally * Male
Ability: Once each game, if this card is in play or in your discard pile, after you make an attack roll, you may choose for that roll to gain +2. If this card was in your discard pile, you cannot use this ability again this match.

(0) Duckbilled Caananite Axe (2)
-- -- --
+1 -1 --
-- /\ +1
-- -- --
Tribes of Israel * Weapon * Axe (2 hands)
Ability - Reveal: If you lost the previous game, increase this weapon's base damage to 3. Otherwise, when you make an attack with this weapon, the defense roll cannot be modified.
Ability - When you make an attack with this weapon, the attack roll cannot be modified by card abilities.

(2) Tar Pits
Tribes of Israel * Armor * Location
Obstruction - Reveal: Place this card in any space in the arena.
Sticky: At the start of each round, if an opponent is adjacent to this card, you may replace a modifier in one space of one of their attack grids with a "-1" until the end of the round.

(7) Lot
Tribes of Israel * Special * Ally * Male * Stratagem (1)
Ability - Reveal: If you played this card as a stratagem, choose an opponent; that player must place this card in any space in their starting row. Otherwise, discard this card; when you make a roll this game, it gains +1.
Ability: After you move into this card's space, you may discard it. If you do, the player who placed this card into that space is your rival for the rest of the game.

Ahab (Metal)
-- -- --
+1--+0
-1 /\ --
-- -- --
Tribes of Israel * Warrior * Male
7 life
3 speed
6 experience
1 damage
Departure from Faith: When you make a roll, if you have a non-Aether inspiration card in play, the roll gains +2 if it is an attack roll, or -1 if it is a defense roll.
Moral of the Story: After you lose this game, at the start of the first round of the next game this match, your warrior gains 1 life and +3 experience.

(4) Jezebel (fire)
Tribes of Israel * Inspiration * Ally * Female
Corruption: At the start of each round, if you have more than 1 experience, you may deal 1 damage to your warrior and get -3 experience. If you do, when you make an attack this round, it deals +1 damage; when you make a defense roll this round, it gains +1.

(8) Israelite Bow (1)
+0 -1 +0
-- -- --
-- -- --
-- /\ --
Tribes of Israel * Weapon * Ranged (2 hands)
Ability: When you make an attack against a non-adjacent opponent, if it is your first attack this round, it deals +1 damage.

(5) Common Soldier's Disguise
Tribes of Israel * Armor * Torso * Head
Misdirection: At the end of each round, you may choose to move, and when you make a non-attack roll until the end of next round, it gains +2. If you do so, you lose initiative the next round.

(2) Battle of Qarqar
Tribes of Israel * Special * Quest
Ability - Reveal: If you lost the previous game, gain +1 speed for the rest of this game. Otherwise, when you make a roll this round, it gains +1.



Elazar ben Ya'ir (Aether)
-- -- --
-- +0+0
-1 /\ --
-- -- --
Tribes of Israel * Warrior * Male
9 life
3 speed
4 experience
1 damage
Faith: At the start of each round, you may deal 1 damage to your warrior. If you do, opposing card abilities that would prevent you from using abilities on your support cards have no effect for that round.
Vengeance: Once per turn, after you take damage, your next attack deals +1 damage.

(3) Simon Bar Giora (Metal)
Tribes of Israel * Inspiration * Male
Holding the Temple: Once per round, when you make a defense roll, if you have a location card in play, you may re-roll a die in the attack or defense roll.
Civil War: If an opponent revealed an ally or quest card this game, they are your rival.

(3) Sica (1)
-- -- --
-1+1+2
-- /\+0
-- -- --
Tribes of Israel * Weapon * Knife (1 hand)
Popular Support: Once per round, after you hit with this weapon, gain 1 life; if the defender is your rival, gain 2 life instead.
Concealed: When you make an attack with this weapon, if you have an armor card in play, you may re-roll one die of the attack roll.

(4) Masada
Tribes of Israel * Armor * Location
Ability: When you are attacked, if your opponent has attacked with a weapon this round, the attack roll gets -3 and the attack deals -1 damage to a minimum of 1.

(6) Sicarii
Tribes of Israel * Special * Ally
Attack from the shadows - Action: Once per round, if you are an Aether, Water, or Wind warrior, make an attack with a knife against an opponent at +2.


Josiah (Wind)
-- -- --
-- +1 -1
-1 /\ --
-- -- --
Tribes of Israel * Warrior * Male * Cavalry
7 life
3 speed
3 experience
1 damage
Ability: At the start of each round, roll two dice. if the dice in the roll are consecutive numbers, move.
Ability: Once per turn, after you roll a 1, move.

(1) Book of Law (Metal)
Tribes of Israel * Inspiration * Item * Tome
Foretell - Reveal: Roll two dice and place them on this card.
Ability: Once per round, when you make an attack or defense roll with two dice, you may swap the dice in that roll with the dice on this card. If you do, your opponent may increase a die in their roll by 1.

(7) Chariot Spear (2)
-- -- +0
-- +0 +1
-- /\ --
-- -- --
Tribes of Israel * Weapon * Polearm * Cavalry (1 Hand)
Adjusting the Balance: Once per round, after you hit an opponent with this weapon, gain +3 experience.
Prevail: At the start of each round, if you have less experience than each opponent, gain 1 life.

(6) Heavy Chariot
Tribes of Israel * Armor * Cavalry (1 Hand)
Crushing Speed: Once per round, after you take damage from an attack, if the attack roll without bonuses was less than your experience, deal 1 damage to the attacker.
One-handed control: If you have another cavalry card in play, you may have two armor cards in play.


(3) Battle of Megiddo
Tribes of Israel * Egyptian * Special * Quest
Ability - Reveal: When any player completes a roll this round, they may change each die that is a 1 to a 6.

King Saul (Fire)
-- -- --
+1+1+0
-- /\ --
-- -- --
Tribes of Israel * Warrior * Male
7 Life
3 speed
6 experience
1 damage
Jealousy: Once per round,if you have more than 2 experience , until the end of the round you may replace all of the abilities on one of your face up support cards with all of the abilities on one of your opponent's face up support cards of the same type, if you do, this warrior gets -2 experience and takes 1 damage, this damage is unpreventable.

(1) Samuel (Aether)
Tribes of Israel • Inspiration • Ally • Male
Ability: Before an opponent gains life or discards one of your cards, if this card is in play or in your discard pile, gain 2 life. If this card is in your discard pile, you may not use this ability again this match.

(7)Saul's Spear (2)
-- +0 --
-- +0 --
+1 /\ --
-- -- --
Tribes of Israel * Weapon * Polearm (2 hands)
Charge: Once per round, after you move into a space adjacent to an opponent, if you were not adjacent to that warrior before you moved, deal 1 damage to them.

(6)Michmash Pass
Tribes of Israel * Armor * Location
Disoriented: Once per round, after you take damage from an attack, if you did not modify your defense roll and it was consecutive numbers, deal damage to the attacker equal to the amount you took from the attack.

(5) Jabesh-Gilead
Tribes of Israel * Special * Location
Rouse Army: When you make a roll, if you have an ally card in play, the roll gains +1.
Brethren under Siege: At the start of each of your turns, if an opponent is adjacent to you and has more life than you, that warrior is your rival until the end of the round.


"Plus ou moins" car il n'a pas survécu à la phase de "playtest" donc certaines cartes auraient sans doute gagner à être retravaillées.
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MessagePosté le: Sam Juil 19, 2008 12:39 pm     Sujet du message:

Et voilà les promos :

Citation:
Set 10 Promos

(8) Ragnarok
Norse * Special * Quest * Strat (4)
Rok: Reveal - Discard all deity support cards in play.
Fimbulvetr: When any player makes an attack, the attack does +1 damage. When any player makes a defense roll this round, if this card was played as a strategem, the roll gains -2.

Egill Skallagrímsson (Metal)
-- -- --
+1 +1 +0
-1 /\ --
-- -- --
Norse * Warrior * Male
7 life
3 speed
7 exp
1 damage
Unpredictable: At the start of the game, choose an element. This warrior counts as that element in addition to your starting element.
Heal: Once per round, after you hit with a sword attack, gain 1 life.

Matsuura Takanobu (Wood)
-- -- --
-- -- +1
-1/\ +0
-- -- --
Japanese * Pirate * Warrior * Male
7 Life
3 speed
4 exp
1 damage
Tolerance: Once per round, when you make a defense roll, if any of the dice in the defense roll match any of the dice in the attack roll, you may swap one die in the defense roll with one in the attack roll.

Sextus Pompeius (Metal)
-- -- --
+1 +0 +1
-- /\ --
-- -- --
7 Life
3 Speed
8 Experience
1 Damage
Roman • Pirate • Warrior • Male
Family Ties: ~ Your Roman support cards gain +3 initiative.
Naval Command: ~ Once per round, after an opponent moves outside of their turn, you may make a weapon attack or basic attack against them at +2.

(7) Fiore dei Liberi
Italian * Special * Ally * Male
Combatant: Once per round, after you hit with a weapon attack, if any of the dice in your attack roll match your life or experience, you may immediately make another weapon attack, if possible. This attack does +1 damage.

(2) Niccolò Machiavelli
Italian * Special * Male
Ability: Before you are attacked by an opponent, if they have already attacked you this round, roll two dice and choose one die to exclude from the roll. If the roll is equal to or greater than your life, deal 1 damage to your opponent.

(9) Triptaka Koreana
Korean * Special * Item * Tome
Comprehensive: If an opposing card ability would modify a player's initiative or modify the turn order, you may make an attack against that opponent at +2.
Persistence of Dogma: Once per match, if this card is in the discard pile and an opposing card ability would modify a player's initiative or modify the turn order, you may prevent that ability from having any effect for that round.

(5) Nangsun (2)
<>+1 -1
<> -2 +1
<> /\ <>
<><><>
Korean * Weapon * Polearm (2 hands) * Strat (2)
Camouflaged: Reveal - Make an attack with this weapon, if possible. If you played this card as a Stratagem, this attack deals +1 damage and the attack roll for this attack gains +2.
Deadly Poison: After you hit with this weapon, your next two rolls gain +1.

(0) Wanli Changcheng
Chinese * Armor * Location
Stone Edifice - Once per game, at the start of a round, place this card in any unoccupied space in the arena. Once per match, you may discard a location card to use this ability from the discard pile.
Thousand Years: When you make a defense roll, if you are in this card's row or column, the roll gains +2. When you make an attack roll with a ranged weapon, if you are in this card's row or column, the roll gains +1.

(6) Xipe Totec (Wood)
Aztec * Inspiration * Deity * Male
Ability: Once per round, after you hit an opponent and dealt 0 damage with an attack, deal 1 damage to that opponent and you may immediately make another attack of the same type.

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MessagePosté le: Lun Aoû 04, 2008 9:35 am     Sujet du message:

un grand merci au nom de celui qui passe encore Laughing

et les cartes "réelles" (avec dessin et tout et tout s'entend) sont prévues ou bien ?
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roger-le-routier
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MessagePosté le: Mer Aoû 20, 2008 10:41 am     Sujet du message:

J'imagine que la bonne réponse était "ou bien".

ça intéresse quelqu'un de m'aider à finir le promos du set 8 et 9, voir le set 10 ?
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MessagePosté le: Jeu Sep 04, 2008 7:36 pm     Sujet du message:

Le set 10 n'aura pas survécu à la phase de playtest.

Du coup aucune carte n'est faites et aucune ne sera réalisée par la communauté américaine (qui s'est éteinte elle aussi).



T'aider pour les promos du set 8 et 9 je veux bien .... mais comment ?
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MessagePosté le: Lun Sep 08, 2008 10:09 am     Sujet du message:

en me faisant passer par mail les fonds de cartes des différentes civilisation pour que j'en finisse la mise en page et que j'y insère des illustrations et en me donnant ton avis sur la réalisation finale par exemple.
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MessagePosté le: Lun Sep 08, 2008 11:37 am     Sujet du message:

Bon je vais ouvrir un topic là dessus. Cool
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MessagePosté le: Lun Sep 08, 2008 4:07 pm     Sujet du message:

Merci, je m'y colle dès que j'ai 2 minutes !!

Et Vampire, tu continues ou bien ?
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MessagePosté le: Lun Sep 08, 2008 6:48 pm     Sujet du message:

roger-le-routier a écrit:
Merci, je m'y colle dès que j'ai 2 minutes !!

Et Vampire, tu continues ou bien ?


Nope ... j'ai lâché depuis un an environs.

Ras le bol de jouer à un jeu qui, au bout presque de 15 ans, voit toujours les mêmes decks arriver en finale.
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MessagePosté le: Mar Sep 09, 2008 9:52 am     Sujet du message:

Moi c'est surtout l'ambiance autour des tables qui me gêne. On se sent un peu comme un Rmiste à une réunion du MEDEF et ça me gêne un peu. Je joue pour me détendre, comme beaucoup de gens, et à vampire l'ambiance ne s'y prête pas.
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