Miniature TradingLet us find for you the miniatures you need
communicate randomly with people around the world:
throw a message in a bottle
Damage cannot be cancelled.Forced: After your turn begins, each player must sacrifice a unit in this corresponding zone.
"A worthy death, as long as it goes with me." - Gurni Thorgrimson
Quest. Action: Spend 4 resources to destroy one target development.
You feel most alive at the brink of death.
Forced: After this unit enters play, corrupt one target unit in any player's corresponding zone.
Play during your turn.Action: Deal X damage to one target unit.
Battlefield. Forced: After this unit is destroyed, deal 1 damage to one target unit in any player's battlefield.
Attach to a target unit you control.While attached unit is attacking, defending units get -1 hit points.
Action: Gain 1 resource for each development in your kingdom.
Necessity is the mother of all...
Limit one Hero per zone.This unit gains [Power] for each corrupted card controlled by an opponent.
Quest. Action: Spend 3 resources to deal 1 damage to one target unit. Deal an additional damage to the target if that unit is corrupted.
Lower the cost to play this card by 1 for each development in your quest zone.Action: Return one target unit to its owner's hand.
It is time the cattle of the Empire learn the meaning of slaughter.
Kingdom. Forced: After an opponent's unit is damaged during combat, corrupt that unit.
Filth and rotting corpses cover this foul alter.
Action: Reveal up to three cards at random from one target opponent's hand. You may play any tactics thus revealed as though they were in your hand for no cost.
Limit one Hero per zone.Quest. Action: Spend 2 resources to move any number of damage on this unit to a target corrupted unit.
Your units enter this zone corrupted.
Forced: After your turn begins, each player must corrupt one of his units in this corresponding zone or deal 1 damage to his capital. (Players decide where their own damage is assigned.)