UtgarMimringFerocious Dragon Beast from IcariaU
H
Hd
9
15056143
 Fire Line Special Attack : Range Special. Attack 4. Choose 8 spaces in a straight line from Mimring. All figures on those spaces who are in line of sight are affected by Mimring's Fire Line Special Attack. Roll 4 attack dice once for all affected figures. Affected figures roll defense dice separately.84
Flying : When counting spaces for Mimring's movement, ignore elevations. Mimring may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Mimring starts to fly, if he is engaged he will take any leaving engagement attacks.+
2004‑08Rise of the ValkyrieClassicHasbro 6668
JandarFinn the Viking ChampionValiant Human Champion from EarthU
H
M
5
8045134
 Attack Aura 1 : All friendly figures adjacent to Finn with a range of 1 add 1 die to their normal attack.+1
Warrior's Attack Spirit 1 : When Finn is destroyed, place this figure on any unique Army Card. Finn's Spirit adds 1 to the normal attack number on that card.+1
2004‑08Rise of the ValkyrieClassicHasbro 5136
JandarThorgrim the Viking ChampionValiant Human Champion from EarthU
H
M
5
8045134
 Defensive Aura 1 : All friendly figures adjacent to Thorgrim add 1 die to their defense.+1
Warrior's Armor Spirit 1 : When Thorgrim is destroyed, place this figure on any unique Army Card. Thorgrim's Spirit adds 1 to the defense number on that card.+1
2004‑08Rise of the ValkyrieClassicHasbro 5136
JandarTarn Viking WarriorsWild Human Warriors from EarthU
S4
M
5
5014134
 Berserker Charge : After moving and before attacking, roll the 20‑sided die. If you roll a 15 or higher, you may move all Tarn Viking Warriors again.+
2004‑08Rise of the ValkyrieClassicHasbro 4134
VydarAgent CarrTricky Human Agent from EarthU
H
M
5
10045624
 Ghost Walk : Agent Carr can move through all figures.+
Sword of Reckoning 4 : If Agent Carr is attacking an adjacent figure, add 4 dice to Agent Carr's attack.16
Disengage : Agent Carr is never attacked when leaving an engagement.+
2004‑08Rise of the ValkyrieClassicHasbro 7446
VydarKrav Maga AgentsTricky Human Agents from EarthU
S3
M
4
10016733
 Stealth Dodge : When a Krav Maga Agent rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.+
2004‑08Rise of the ValkyrieClassicHasbro 6733
UtgarNe‑Gok‑SaTricky Marro Warlord from MarrU
H
M
5
9055136
 Mind Shackle 20 : After moving and before attacking, you may choose any unique figure adjacent to Ne‑Gok‑Sa. Roll the 20‑sided die. If you roll a 20, take control of the chosen figure and that figure's Army Card. You now control that Army Card and all figures on it. Remove any Order Markers on this card. If Ne‑Gok‑Sa is destroyed, you retain control of any previously Mind Shackled Army Cards.+
2004‑08Rise of the ValkyrieClassicHasbro 5147
UtgarMarro WarriorsWild Marro Warriors from MarrU
S4
M
4
5016623
 Water Clone : Instead of attacking with all of the Marro Warriors, one at a time, roll the 20‑sided die for each Marro Warrior in play. If you roll a 15 or higher, place a previously destroyed Marro Warrior on a same‑level space adjacent to that Marro Warrior. Any Marro Warrior on a water space needs a 10 or higher to Water Clone. You may only Water Clone after you move.+
2004‑08Rise of the ValkyrieClassicHasbro 6624
UllarSyvarrisPrecise Elf Archer from FeylundU
H
M
5
10045932
 Double Attack : When Syvarris attacks, he may attack one additional time.+
2004‑08Rise of the ValkyrieClassicHasbro 5945
UtgarDeathwalker 9000Precise Soulborg Deathwalker from Alpha PrimeU
H
L
7
14015749
 Explosion Special Attack : Range 7. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Explosion Special Attack. Deathwalker only needs a clear sight shot at the chosen figure. Roll 3 attack dice once for all affected figures. Each figure rolls defense dice separately. Deathwalker can be affected by his own Explosion Special Attack.73
Range Enhancement : Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their range.+2
2004‑08Rise of the ValkyrieClassicHasbro 5749
UtgarZettian GuardsPrecise Soulborg Guards from Alpha PrimeU
S2
M
5
7014727
 Zettian Targeting : When attacking, if your second Zettian Guard attacks the same figure as the first Zettian Guard, add one attack die to the second Zettian Guard's attack.3
2004‑08Rise of the ValkyrieClassicHasbro 4727
JandarRaelin the Kyrie WarriorMerciful Kyrie Warrior from ValhallaU
H
M
5
8056133
 Defensive Aura : All figures you control within 4 clear sight spaces of Raelin add 2 to their defense dice. Raelin's Defensive Aura does not affect Raelin.4+2
Flying : When counting spaces for Raelin's movement, ignore elevations. Raelin may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Raelin starts to fly, if she is engaged she will take any leaving engagement attacks.+
2004‑08Rise of the ValkyrieClassicHasbro 7137
EinarIzumi SamuraiDisciplined Human Samurai from EarthU
S3
M
5
6016125
 Counter Strike : When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.+
2004‑08Rise of the ValkyrieClassicHasbro 6136
JandarSgt. Drake AlexanderValiant Human Soldier from EarthU
H
M
5
11055163
 Thorian Speed : Opponents' figures must be adjacent to Sgt. Drake Alexander to attack him with a normal attack.+
Grapple Gun 25 : Instead of Sgt. Drake Alexander's normal move, he may move only one space. This space may be up to 25 levels higher. When using the Grapple Gun, all engagement rules still apply.+
2004‑08Rise of the ValkyrieClassicHasbro 6167
JandarAirborne EliteDisciplined Human Soldiers from EarthU
S4
M
5
11014832
 Grenade Special Attack : Range 5. Lob 12. Attack 2. Use this power once per game. Start the game with a grenade marker on this card. Remove the grenade marker to throw grenades. One at a time do the following with each Airborne Elite: Choose a figure to attack. No clear line of sight is needed. Any figures adjacent to the chosen figure are also affected by the Grenade Special Attack. Roll 2 attack dice once for all affected figures. Each figure rolls defense dice separately.52
The Drop : Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20‑sided die. If you roll a 13 or higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs.+
2004‑08Rise of the ValkyrieClassicHasbro 4832
UtgarGrimnakFerocious Orc Champion from GrutU
H
Hd
11
12055124
 Chomp : Before attacking, choose one medium or small figure adjacent to Grimnak. If the chosen figure is a Squad figure, destroy it. If the chosen figure is a Hero figure, roll the 20‑sided die. If you roll a 16 or higher, destroy the chosen Hero.+
Orc Warrior Enhancement : All friendly Orc Warriors adjacent to Grimnak roll an additional attack die and an additional defense die.+1+1
2004‑08Rise of the ValkyrieClassicHasbro 5167
UtgarArrow GrutsWild Orc Archers from GrutC
S3
M
4
4016611
 Beast Bonding : Before taking a turn with Arrow Gruts, you may first take a turn with any Beast you control.++
Disengage : Arrow Gruts are never attacked when leaving an engagement.+
2004‑12Malliddon's ProphecyClassicHasbro 6611
UtgarBlade GrutsWild Orc Warriors from GrutC
S4
M
4
4016122
 Orc Champion Bonding : Before taking a turn with Blade Gruts, you may first take a turn with any Orc Champion you control.++
Disengage : Blade Gruts are never attacked when leaving an engagement.+
2004‑12Malliddon's ProphecyClassicHasbro 6122
EinarRoman ArchersDisciplined Human Archers from EarthC
S3
M
5
5514621
 Arrow Volley Special Attack : Range 6, Attack 6. Three unengaged adjacent Roman Archers on the same level may combine their attacks and roll their attack dice as one attack. All Roman Archers in the arrow volley must have a clear line of sight on the one target.66
2004‑12Malliddon's ProphecyClassicHasbro 4621
EinarRoman LegionnairesDisciplined Human Soldiers from EarthC
S4
M
5
5014132
 Warlord Bonding : Before taking a turn with Roman Legionnaires, you may first take a turn with any Warlord you control.++
Shield Wall : When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power.4
2004‑12Malliddon's ProphecyClassicHasbro 4133
UllarVenoc VipersRelentless Viper Scouts from MarrC
S3
M
5
4017130
 Slither : Venoc Vipers do not have to stop their movement when entering water spaces.+
Frenzy : After you take a turn with Venoc Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Venoc Vipers.++
2004‑12Malliddon's ProphecyClassicHasbro 7130
JandarOmnicron SnipersPrecise Soulborg Snipers from Alpha PrimeC
S3
M
5
10015713
 Deadly Shot : When attacking with Omnicron Snipers, all skulls rolled count for one additional hit.2x
2004‑12Malliddon's ProphecyClassicHasbro 5724
JandarKelda the Kyrie WarriorMerciful Kyrie Warrior from ValhallaU
H
M
5
8056123
 Healing Touch : After moving and before attacking, choose a wounded hero figure adjacent to Kelda. Then roll the 20‑sided die to add or remove wound markers from the chosen figure's card: If you roll 1, add 2 markers. If you roll 2‑5, remove 1 marker. If you roll 6‑17, remove up to 2 markers. If you roll 18‑20, remove all markers.+
Flying : When counting spaces for Kelda's movement, ignore elevations. Kelda may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Kelda starts to fly, if she is engaged she will take any leaving engagement attacks.+
2004‑12Malliddon's ProphecyClassicHasbro 5127
EinarMarcus Decimus GallusDisciplined Human Warlord from EarthU
H
M
5
10065133
 Soldier Leadership : All Soldiers you control move one additional space.+1
Soldier Attack Enhancement : All friendly Soldiers adjacent to Marcus Decimus Gallus receive an additional attack die.+1
2004‑12Malliddon's ProphecyClassicHasbro 5135
UtgarTaelord the Kyrie WarriorRelentless Kyrie Warrior from ValhallaU
H
M
5
18055133
 Attack Aura : All figures you control within 4 clear sight spaces of Taelord get +1 to attack. Taelord's Attack Aura does not affect Taelord.4+1
Stealth Flying : When counting spaces for Taelord's movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks.+
2004‑12Malliddon's ProphecyClassicHasbro 5146
UllarVenoc WarlordRelentless Viper Warlord from MarrU
H
M
6
12067143
 Scout Leadership : All scouts you control can move an additional 2 spaces.+2
Frenzy Enhancement : Add 1 to your die roll when you roll for the Frenzy power on any Army Card.++
Slither : Venoc Warlord does not have to stop his movement when entering water spaces.+
2004‑12Malliddon's ProphecyClassicHasbro 7147
UtgarTornakTricky Orc Champion from GrutU
H
Ld
6
10037145
 Disengage : Tornak is never attacked when leaving an engagement.+
Orc Warrior Enhancement : All friendly Orc Warriors adjacent to Tornak receive an additional attack die and an additional defense die.+1+1
2004‑12Malliddon's ProphecyClassicHasbro 7147
UtgarMarro DronesWild Marro Drones from MarrC
S3
M
5
5016133
 Hive Swarm : Before moving Marro Drones, roll the 20‑sided die. If you roll 1‑12, you may move and attack with up to 3 Marro Drones you control. If you roll 13‑16, you may move and attack with up to 6 Marro Drones you control. If you roll 17‑20, you may move and attack with up to 9 Marro Drones you control.++
2005‑06Utgar's RageClassicHasbro 6133
UtgarMinions of UtgarRelentless Kyrie Minions from ValhallaC
S3
M
6
11014126
 Utgar's Orders : Instead of taking a turn with the Minions of Utgar, you may take a turn with any Kyrie Warrior you control who follows Utgar.++
Deadly Strike : When attacking with Minions of Utgar all skulls rolled count for one additional hit.+
Flying : When counting spaces for Minions of Utgar's movement, ignore elevation. Minions of Utgar may fly over water without stopping, pass over figures without becoming engaged and fly over obstacles such as ruins. When a Minion of Utgar starts to fly, if he is engaged he will take any leaving engagement attacks.+
2005‑06Utgar's RageClassicHasbro 5147
UtgarSwog RiderWild Orc Beast from GrutC
H
Ld
6
2518133
 Disengage : Swog Rider is never attacked when leaving an engagement.+
Orc Archer Enhancement : All friendly Orc Archers adjacent to a Swog Rider receive an additional attack die and an additional defense die.+++
2005‑06Utgar's RageClassicHasbro 8133
JandarKnights of WestonValiant Human Knights from EarthC
S4
M
5
7014134
 Human Champion Bonding : Before taking a turn with the Knights of Weston, you may first take a turn with any Human Champion you control.++
A Coward's Reward : Knights of Weston roll one additional die against figures leaving an engagement with them.++
2005‑06Utgar's RageClassicHasbro 4134
Jandar4th Massachusetts LineValiant Human Soldiers from EarthC
S4
M
5
7015622
 Wait Then Fire : If none of the 4th Massachusetts Line move this turn, add 1 die to their attack.+++
Valiant Army Defense Bonus : If every Army Card you control has a valiant personality, each soldier in the 4th Massachusetts Line receives 1 additional defense die.+
2005‑06Utgar's RageClassicHasbro 5622
UtgarAnubian WolvesRelentless Wolf Devourers from FeylundC
S3
M
5
7516114
 Unleashed Fury : Before moving, roll the 20‑sided die. If you roll a 1, choose an Anubian Wolf you control and destroy it. If you roll a 2‑6, add 1 to the attack value of this card. If you roll a 7‑11, add 2 to the attack value of this card. If you roll a 12‑15, add 3 to the attack value of this card. If you roll a 16‑19, add 4 to the attack value of this card. If you roll a 20, add 8 to the attack value of this card.+
2005‑06Utgar's RageClassicHasbro 6134
JandarSir DenrickValiant Human Champion from EarthU
H
M
5
10055144
 A Coward's Reward : Sir Denrick rolls one additional die against each figure leaving an engagement with him.++
Giant Killer : When Sir Denrick attacks huge figures, add 2 attack dice.+
2005‑06Utgar's RageClassicHasbro 4156
UtgarMe‑Burq‑SaWild Marro Warlord from MarrU
H
Ld
7
5038633
 Paralyzing Stare 16 : After moving and before attacking, choose any small or medium figure within 6 clear site spaces of Me‑Burq‑Sa. Roll the 20‑sided die. If you roll 16 or higher, the chosen figure cannot roll any defense dice if attacked by Me‑Burq‑Sa this turn.++
2005‑06Utgar's RageClassicHasbro 8635
UtgarKhosumet the DarklordRelentless Wolf Darklord from FeylundU
H
M
5
7536133
 Relentless Assault : Each friendly figure adjacent to Khosumet with a relentless personality receives an additional attack die.+
Unleashed Fury Enhancement : You may add 1 to your die roll when you roll for the Unleashed Fury power on any Army Card.+
2005‑06Utgar's RageClassicHasbro 6136
UtgarKrugRelentless Troll Beast from FeylundU
H
Hd
8
12085123
 Wounded Smash : When Krug attacks, he receives one extra attack die for each wound marker he has.+
Double Attack : When Krug attacks, he may attack one additional time.+
2005‑06Utgar's RageClassicHasbro 6148
UtgarSu‑Bak‑NaTricky Marro Hivelord from MarrU
H
Hd
12
16056173
 Hive Supremacy : Any time you roll the 20‑sided die for a Marro or Wulsinu Army Card, you may add 1 to your die roll.+++
Flying : When counting spaces for Su‑Bak‑Na's movement, ignore elevation. Su‑Bak‑Na may fly over water without stopping. Su‑Bak‑Na may pass over figures without becoming engaged. Su‑Bak‑Na may fly over obstacles such as ruins. When Su‑Bak‑Na starts to fly, if he is engaged he will take any leaving engagement attacks.+
2005‑07Orm's ReturnClassicHasbro 6178
UtgarDeathwalker 8000Precise Soulborg Deathwalker from Alpha PrimeU
H
L
7
13015738
 Rapid Fire Special Attack : Range 7. Attack 3. If Deathwalker's Rapid Fire Special Attack inflicts a wound, he may attack again with his Rapid Fire Special Attack. Deathwalker may continue attacking with his Rapid Fire Special Attack until he does not inflict a wound.++
2005‑07Orm's ReturnClassicHasbro 5748
VydarDundTricky Doggin Hunter from FeylundU
H
Ld
4
11046135
 Crippling Gaze 15 : Before moving, you may choose a figure within 5 clear sight spaces of Dund. Roll the 20‑sided die. If you roll a 15 or higher remove all order markers on the chosen figure's army card (or cards if your opponent has more than one common card for that figure).++
2005‑07Orm's ReturnClassicHasbro 6137
UllarCharosValiant Dragon King from IcariaU
H
Hd
9
21095155
 Counter Strike : When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure.++
Flying : When counting spaces for Charos's movement, ignore elevation. Charos may fly over water without stopping. Charos may pass over figures without becoming engaged. Charos may fly over obstacles such as ruins. When Charos starts to fly, if he is engaged he will take any leaving engagement attacks.+
2005‑07Orm's ReturnClassicHasbro 6159
UtgarBrunakFerocious Trolticor Mount from FeylundU
H
Hd
8
11036147
 Carry : Before moving Brunak, choose an unengaged friendly small or medium figure adjacent to Brunak. After you move Brunak, place the chosen figure adjacent to Brunak.+
Blood Hungry Special Attack : Range 1. Attack 4. If Brunak's Blood Hungry Special Attack destroys a figure, Brunak may attack again with his Blood Hungry Special Attack. Brunak may continue attacking with his Blood Hungry Special Attack until he does not destroy a figure.+
Lava Resistant : Brunak never rolls for molten lava damage or lava field damage and he does not have to stop in molten lava spaces.++
2005‑07Orm's ReturnClassicHasbro 6148
UtgarDumutef GuardRelentless Fiantooth Guard from FeylundC
H
Ld
7
2516144
 Road Strength : Add 1 to Dumutef Guard's attack and defense while on a road space.++
Devourer Attack Enhancement : All friendly Devourers adjacent to a Dumutef Guard receive an additional attack die.+
2005‑07Road to the Forgotten ForestClassicHasbro 6145
UtgarObsidian GuardsFerocious Moltarn Guards from ValhallaC
S3
M
5
10014144
 Lava Resistant : Obsidian Guards never roll for molten lava damage or lava field damage and they do not have to stop on molten lava spaces.++
Lava Throw : When an Obsidian Guard is on a molten lava space it may add 2 to its range.++
Water Weakness : An Obsidian Guard on a waterspace rolls 2 fewer defense dice.+
2005‑08Volcarren WastelandClassicHasbro 4144
UtgarNerak the Glacian Swog RiderWild Orc Champion from GrutU
H
Ld
6
5038133
 Disengage : Nerak is never attacked when leaving an engagement.+
Orc Defensive Aura 1 : All Orc figures you control within 4 clear sight spaces of Nerak add 1 to their defense dice. Nerak's Orc Defensive Aura does not affect Nerak.+
Snow Strength : Add 1 to Nerak's attack and defense while on a snow space.++
2005‑08Nerak's ReturnClassicHasbro 8136
VydarGorillinatorsTricky Primadon Agents from MarrC
S3
M
5
9017621
 Tough : When rolling defense dice against a normal attack, Gorillinators always add one automatic shield to whatever is rolled.+
2005‑09Jandar's OathClassicHasbro 7624
UtgarMarrden HoundsWild Wulsinu Hunters from MarrC
S3
Ld
4
9011135
 Wild Pack Movement : Before moving, roll the 20‑sided die. If you roll 1‑3, add 1 to the move value of this card.. If you roll 4‑6, add 3 to the move value of this card.. If you roll 7‑20, add 7 to the move value of this card.+
Marro Plague : After moving and before attacking, you must roll the 20‑sided die once for each figure adjacent to any Marrden Hounds you control. If you roll a 16 or higher, that figure receives a wound. Soulborgs and Wulsinu are not affected by this marro plague.+
2005‑09Jandar's OathClassicHasbro 8135
JandarMacDirk WarriorsWild Human Warriors from EarthC
S4
M
5
8015122
 Highland Fury : At the start of the game, choose a Human Champion you control. While that champion is in play, MacDirk Warriors roll one additional attack die for each wound marker on the chosen hero. There can be only one Human Champion for all the MacDirk Warriors you control. MacDirk Warriors cannot attack their chosen Human Champion.+
Human Champion Bonding : Before taking a turn with the MacDirk Warriors, you may first take a turn with any Human Champion you control.++
2005‑09Jandar's OathClassicHasbro 5132
VydarMicrocorp AgentsTricky Human Agents from EarthC
S3
M
5
10015723
 Stealth Armor 15 : When a Microcorp Agents receives one or more wounds, before removing that agent, roll the 20‑sided die. If you roll a 15 or higher, ignore any wounds.+
Water Suits : Microcorp Agents do not have to stop their movement when entering a water space. Add 2 to a Microcorp Agent's defense while he is on a water space.++
Sighting : When a Microcorp Agent is attacking with a height advantage, he rolls an additional attack die.++
2005‑09Jandar's OathClassicHasbro 5733
JandarSentinels of JandarValiant Kyrie Sentinels from ValhallaC
S3
M
6
11014134
 Shields of Valor : When defending with Sentinels of Jandar, each shield rolled counts for one additional block.+
Flying : When counting spaces for Sentinels of Jandar's movement, ignore elevations. Sentinels of Jandar may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Sentinel of Jandar starts to fly, if he is engaged he will take any leaving engagement attacks.+
2005‑09Jandar's OathClassicHasbro 4138
UllarShaolin MonksDisciplined Human Monks from EarthC
S3
M
5
8016133
 Shaolin Assault : A Shaolin Monk may attack any or all figures adjacent to him. Roll each attack separately.+
Stealth Leap : Instead of their normal move, any or all Shaolin Monks may Stealth Leap. Stealth Leap has a move of 3. When counting spaces for a Monk's leaping movement, ignore elevations. A Monk may leap over water without stopping, pass over figures without becoming engaged, and leap over obstacles such as ruins. A Monk may not leap more than 12 levels up or down in a single leap. If a Monk is engaged when he starts to leap, he does not take any leaving engagement attacks.++
2005‑09Jandar's OathClassicHasbro 6133
JandarConcan the Kyrie WarriorValiant Kyrie Warrior from ValhallaU
H
M
5
8055144
 Knight and Sentinel Enhancement : All friendly Knights and Sentinels adjacent to Concan roll an additional attack die and an additional defense die.++
Flying : When counting spaces for Concan's movement, ignore elevations. Concan may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Concan starts to fly, if he is engaged he will take any leaving engagement attacks.+
2005‑09Jandar's OathClassicHasbro 5144
UllarSaylind the Kyrie WarriorValiant Kyrie Warrior from ValhallaU
H
M
5
8056133
 Spear of Summoning : After moving and before attacking, choose any figure you control on the battlefield, then roll the 20‑sided die. If you roll a 1‑8, nothing happens. If you roll a 9‑20, move the chosen figure to any space adjacent to Saylind. If the summoned figure is engaged, the figure does not receive any leaving engagement attacks.+
Flying : When counting spaces for Saylind's movement, ignore elevations. Saylind may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Saylind starts to fly, if she is engaged she will take any leaving engagement attacks.+
2005‑09Jandar's OathClassicHasbro 6137
JandarAlastair MacDirkValiant Human Champion from EarthU
H
M
5
11065153
 Overextend Attack : After taking a turn with Alastair MacDirk, you may place a wound marker on Alastair MacDirk and take another turn with him. You may only use this power once during a round.++
2005‑09Jandar's OathClassicHasbro 5157
JandarJohnny "Shotgun" SullivanTricky Human Lawman from EarthU
H
M
5
6555722
 Shotgun Blast Special Attack : Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. Johnny only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Johnny cannot be affected by his own Shotgun Blast Special Attack.++
2005‑09Jandar's OathClassicHasbro 5735
UtgarDeathwalker 7000Tricky Soulborg Deathwalker from Alpha PrimeU
H
M
5
10016137
 Self‑Destruct : After moving and instead of attacking, Deathwalker may choose to self‑destruct. Roll the 20 sided die to determine if any other figures are wounded. If you roll a 1‑3, all adjacent figures are safe. If you roll a 4‑15, each adjacent figure receives 2 wounds. If you roll a 16‑19, each adjacent figure receives 4 wounds. If you roll a 20, each adjacent figure receives 8 wounds. After using this power, Deathwalker is always destroyed.+
Stealth Dodge : When Deathwalker 7000 rolls defense dice against an attacking figure who is not adjacent, one shield will block all damage.++
2005‑09Jandar's OathClassicHasbro 6137
UllarElite Onyx VipersPrecise Viper Scouts from MarrU
S3
M
5
10017132
 Slither : Elite Onyx Vipers do not have to stop their movement when entering water spaces.+
Frenzy : After you take a turn with Elite Onyx Vipers, roll the 20‑sided die. If you roll a 16 or higher you may take another turn with Elite Onyx Vipers.++
Evasive 8 : When an Elite Onyx Viper rolls defense dice against an attacking figure who is not adjacent, add 8 defense dice to the defending Viper.++
2005‑11Viper's VengeanceClassicHasbro 7134
UllarAubrien ArchersPrecise Elf Archers from FeylundC
S3
M
4
7015722
 Frenzy : After you take a turn with Aubrien Archers, roll the 20‑sided die. If you roll a 16 or higher, you may take another turn with Aubrien Archers.+++
2006‑02Zanafor's DiscoveryClassicHasbro 5722
VydarGladiatronsDisciplined Soulborg Hunters from Alpha PrimeC
S4
M
5
8015123
 Cyberclaw : All small or medium opponent's figures that enter or occupy a space adjacent to any Gladiatron may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.+
Melee Defense 1 : When rolling defense dice against a normal attack from an adjacent figure, a Gladiatron adds 1 die.+
2006‑02Zanafor's DiscoveryClassicHasbro 5123
UllarDeadeye DanPrecise Human Sniper from EarthU
H
M
5
60351012
 Ullar Enhanced Rifle Special Attack : Range 10. Attack 1. Choose a non‑adjacent small or medium figure to attack. The chosen figure cannot roll defense dice when attacked by Deadeye Dan's Ullar Enhanced Rifle Special Attack. Deadeye Dan may not use this special attack if he moved this turn.+++
Sharpshooter : Instead of attacking, you may choose any non‑adjacent figure within 10 clear sight spaces of Deadeye Dan. Roll the 20‑sided die. If you roll a 19 or 20, the chosen figure is destroyed. If you roll a 1‑18, you missed. Deadeye Dan may not use this special power if he moved this turn.+++
2006‑02Zanafor's DiscoveryClassicHasbro 51024
VydarJames MurphyDisciplined Human Lawman from EarthU
H
M
4
7555722
 Shotgun Blast Special Attack : Range 5. Attack 3. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Shotgun Blast Special Attack. James only needs a clear sight shot at the chosen figure. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. James cannot be affected by his own Shotgun Blast Special Attack.++
Whip 12 : After moving and before attacking, choose a small or medium figure adjacent to James. Roll the 20‑sided die. If you roll a 12 or higher, the chosen figure cannot roll any defense dice if attacked by James this turn.+
2006‑02Zanafor's DiscoveryClassicHasbro 5725
EinarGuilty McCreechWild Human Lawman from EarthU
H
M
4
3025722
 Double Attack : When Guilty McCreech attacks, he may attack one additional time.++
2006‑02Zanafor's DiscoveryClassicHasbro 6734
EinarTagawa SamuraiDisciplined Human Samurai from EarthU
S3
M
5
12016135
 Counter Strike : When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.++
Bloodlust : For every opponent's figure a Tagawa Samurai destroys, place a purple Experience Marker on this card. When attacking with Tagawa Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.+
2006‑02Zanafor's DiscoveryClassicHasbro 6135
UllarArmoc VipersRelentless Viper Protectors from MarrC
S3
M
5
6517133
 Ullar Warlord Bonding : Before taking a turn with Armoc Vipers, you may first take a turn with any Warlord you control who follows Ullar.++
Slither : Armoc Vipers do not have to stop their movement when entering water spaces.+
2006‑02Zanafor's DiscoveryClassicHasbro 7133
EinarSacred BandDisciplined Human Soldiers from EarthC
S4
M
5
5014132
 Einar Warlord Bonding : Before taking a turn with Sacred Band, you may first take a turn with any Warlord you control who follows Einar.++
Disciplined Army Defense Bonus : If every Army Card you control has a disciplined personality, each soldier in the Sacred Band receives 1 additional defense die.+
2006‑02Zanafor's DiscoveryClassicHasbro 4133
UllarMorsbaneTricky Elf Wizard from FeylundU
H
M
5
10065132
 Rod of Negation : Start the game with 3 brown Negation Markers on this card. At the end of the turn, if you have at least 1 Negation Marker on this card, you may choose any opponent's unique figure within 6 clear sight spaces of Morsbane. Roll the 20‑sided die. If you roll a 1‑15, nothing happens. If you roll a 16‑19, place a Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the entire game. If you roll a 20, destroy the chosen figure.++
2006‑02Zanafor's DiscoveryClassicHasbro 6736
EinarParmenioDisciplined Human Warlord from EarthU
H
M
5
9055133
 Disciplined Influence : At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is disciplined, regardless of what is listed on the card.+
Sacred Band Defy Death 15 : When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20‑sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.+
2006‑02Zanafor's DiscoveryClassicHasbro 5136
EinarValguardWild Human Warlord from EarthU
H
M
5
11075124
 First Assault 3 : When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard receives 3 additional attack dice.++
Berserker Charge Enhancement : Add 1 to your die roll when you roll for the Berserker Charge power on any Army Card.+
2006‑02Zanafor's DiscoveryClassicHasbro 5146
VydarSudemaWild Undead Queen from FeylundU
H
M
5
14045123
 Stare of Stone : Instead of attacking, choose any figure within 4 clear sight spaces of Sudema. Roll the 20‑sided die. If the chosen figure is a Squad figure and you roll a 7 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.++
2006‑02Zanafor's DiscoveryClassicHasbro 5155
VydarMajor X17Disciplined Soulborg Major from Alpha PrimeU
H
M
5
10055143
 Improved Cyberclaw : All small, medium or large opponent's figures that enter or occupy a space adjacent to Major X17 may not move. Figures affected by the Cyberclaw cannot be moved by any special power on an Army Card or Glyph.+
Melee Defense 4 : When rolling defense dice against a normal attack from an adjacent figure, Major X17 adds 4 dice.+
2006‑02Zanafor's DiscoveryClassicHasbro 5148
VydarBraxasWild Dragon Queen from IcariaU
H
Hd
13
21086153
 Poisonous Acid Breath : Instead of attacking, you may choose up to 3 different small or medium figures within 4 clear sight spaces of Braxas. One at a time, roll the 20‑sided die for each chosen figure. If the chosen figure is a Squad figure and you roll an 8 or higher, destroy it. If the chosen figure is a Hero figure and you roll a 17 or higher, destroy the chosen Hero.++
Flying : When counting spaces for Braxas's movement, ignore elevations. Braxas may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Braxas starts to fly, if she is engaged she will take any leaving engagement attacks.+
2006‑05Raknar's VisionClassicHasbro 5158
VydarMajor Q9Precise Soulborg Major from Alpha PrimeU
H
Ld
7
18045847
 Queglix Gun Special Attack : Range 6. Attack 1, 2 or 3. Major Q9 starts each turn with 9 attack dice. Choose any figure within range and attack by rolling 1, 2 or 3 attack dice. Major Q9 may keep making special attacks with 1, 2 or 3 attack dice until he has rolled all 9 attack dice. Major Q9 may target the same or different figures with each attack.++
2006‑05Raknar's VisionClassicHasbro 5849
UllarTheracusDisciplined Gryphillin Scout from FeylundU
H
Ld
5
4037133
 Carry : Before moving Theracus, choose an unengaged friendly small or medium figure adjacent to Thercus. After you move Theracus, place the chosen figure adjacent to Theracus.+
Flying : When counting spaces for Theracus's movement, ignore elevations. Theracus may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Theracus starts to fly, if he is engaged he will take any leaving engagement attacks.+
2006‑05Raknar's VisionClassicHasbro 7136
UllarJotunWild Giant Warrior from FeylundU
H
Hd
10
22576184
 Wild Swing Special Attack : Range 1. Attack 4. Choose a figure to attack. Any figures adjacent to the chosen figure are also affected by the Wild Swing Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Jotun cannot be affected by his own Wild Swing Special Attack.+
Throw 14 : After moving and before attacking, choose one small or medium non‑flying figure adjacent to Jotun. Roll the 20‑sided die. If you roll a 14 or higher, you may throw the figure by placing it on any empty space within 4 spaces of Jotun. The figure must land within clear sight of Jotun. After the figure is placed, roll the 20‑sided die for throwing damage. If you roll an 11 or higher, the thrown figure receives 2 wounds. If the figure is thrown onto a level higher than the height of Jotun or onto water, do not roll for throwing damage. The thrown figure does not take any leaving engagement attacks.+++
2006‑05Raknar's VisionClassicHasbro 6188
JandarNilfheimFerocious Dragon King from IcariaU
H
Hd
12
18566164
 Ice Shard Breath Special Attack : Range 5. Attack 4. When Nilfheim attacks with his Ice Shard Breath Special Attack, he may attack 2 additional times. He cannot attack the same figure more than once.++
Flying : When counting spaces for Nilfheim's movement, ignore elevations. Nilfheim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Nilfheim starts to fly, if he is engaged he will take any leaving engagement attacks.+
2006‑05Raknar's VisionClassicHasbro 5177
JandarDzu‑TehWild Dzu‑Teh Hunters from ValhallaC
S3
M
6
7515143
 Glacier Traverse : If a Dzu‑Teh is adjacent to a Glacier Mountain, the Dzu‑Teh may Glacier Traverse instead of moving normally. You may do this with any or all Dzu‑Teh you control each turn. To Glacier Traverse, move to any unoccupied space adjacent to that Glacier Mountain.+
Glacier Camouflage : If a Dzu‑Teh is adjacent to a Glacier Mountain, opponents' figures must be adjacent to that Dzu‑Teh to attack it with a normal attack.++
Snow and Ice Enhanced Movement : Slippery Ice and Heavy Snow only count as 1 space when moving.+
2006‑05Thaelenk TundraClassicHasbro 5143
UtgarSir HawthorneRelentless Human Champion from EarthU
H
M
5
9065144
 Blind Rage Special Attack : Range 1. Attack 3. If Sir Hawthorne rolls at least 2 skulls with his Blind Rage Special Attack, Sir Hawthorne may attack again with his Blind Rage Special Attack. Sir Hawthorne may continue attacking with his Blind Rage Special Attack until he rolls fewer than 2 skulls.+
Stab In the Back : After you take a turn with Sir Hawthorne, you must roll the 20‑sided die. If you roll a 1, choose an opponent. That opponent now controls Sir Hawthorne. Remove any order markers on this Army Card, then give the card to that opponent.
2006‑08Sir Hawthorne's ArrivalClassicHasbro 5156
VydarBlastatronsDisciplined Soulborg Guards from Alpha PrimeC
S4
M
4
6015712
 Gladiatron Movement Bonding : Before taking a turn with Blastatrons, you may move 4 Gladiatrons you control up to 5 spaces each.+
Homing Device : When attacking a non‑adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure.++
2006‑08Thora's VengeanceClassicHasbro 5712
UtgarDeathstalkersWild Soulborg Deathstalkers from Alpha PrimeC
S3
Ld
5
10017135
 Maul : When rolling attack dice against a small or medium figure, if a Deathstalker rolls a skull on every die, the defending figure receives a wound for every skull, and cannot roll any defense dice.+
2006‑08Thora's VengeanceClassicHasbro 7145
EinarRetiariusRebellious Human Gladiator from EarthU
H
M
5
9045153
 Net Trip 14 : After moving and before attacking, roll the 20‑sided die. If you roll a 14 or higher, any small or medium figure attacked by Retarius this turn may roll no more than 1 die for defense.+
2006‑08Thora's VengeanceClassicHasbro 5165
EinarCrixusRebellious Human Gladiator from EarthU
H
M
4
9055153
 One Shield Defense : When rolling defense dice, if Crixus rolls at least one shield, the most wounds Crixus may take for this attack is one.+
2006‑08Thora's VengeanceClassicHasbro 5156
EinarSpartacusRebellious Human Gladiator from EarthU
H
M
5
20055164
 Gladiator Inspiration : If all Order Markers for a round are placed on Gladiator Army Cards, and at least one Order Marker is place on Spartacus, then all Gladiators you control (except Spartacus) become inspired. Inspired Gladiators add one to their Move number and 1 extra attack die and defense die for the rest of the round.+++
2006‑08Thora's VengeanceClassicHasbro 5167
VydarNakita AgentsTricky Human Agents from EarthU
S3
M
4
12015633
 Smoke Powder 13 : When any Nakita Agent you control, or any figure you control that is adjacent to any Nakita Agent you control, is targeted for a normal attack from a non‑adjacent opponent, you may roll the 20‑sided die. If you roll a 13 or higher, all Nakita Agents you control, and all figures you control that are adjacent to those Nakita Agents, no longer have any visible hit zones for the duration of the targeting figure's turn.++
Engagement Strike 15 : If an opponent's small or medium figure moves adjacent to a Nakita Agent, roll the 20‑sided die. If you roll a 15 or higher, the opponent's figure receives a wound. Figures may be targeted only as they move into engagement with a Nakita Agent.++
Gorillinator Movement Bonding : Before taking a turn with Nakita Agents, you may move 3 Gorillinators you control up to 7 spaces each.+
2006‑08Thora's VengeanceClassicHasbro 5633
UllarWarriors of AshraTricky Elf Warriors from FeylundC
S3
M
4
5015133
 Defensive Agility : When a Warrior of Ashra rolls defensive dice against a normal attack from an adjacent figure, one shield will block all damage.+
2006‑08Thora's VengeanceClassicHasbro 5134
UtgarDeathreaversTricky Soulborg Deathreavers from Alpha PrimeC
S4
S
3
4016114
 Scatter : After a Deathreaver you control rolls defense dice against a normal attack from an opponent's figure, you may move any 2 Deathreavers you control up to 4 spaces each.++
Disengage : Deathreavers are never attacked when leaving an engagement.+
Climb X2 : When moving up or down levels of terrain, Deathreavers may double their Height.+
2006‑08Thora's VengeanceClassicHasbro 6114
EinarNinjas of the Northern WindDisciplined Human Ninjas from EarthU
S3
M
4
11016143
 Disappearing Ninja : If a Ninja of the Northern Wind is attacked with a normal attack and at least 1 skull is rolled, roll the 20‑sided die to disappear. If you roll 1‑11, roll defensive dice normally. If you roll a 12 or higher, that Ninja of the Northern Wind takes no damage and instead may move up to 4 spaces. Ninjas of the Northern Wind can disappear only if they end their disappearing move not adjacent to any enemy figures.++
Ghost Walk : Ninjas of the Northern Wind can move through all figures.+
Disengage : Ninjas of the Northern Wind are never attacked when leaving an engagement.+
2006‑08Thora's VengeanceClassicHasbro 6143
EinarKozuke SamuraiDisciplined Human Samurai from EarthU
S3
M
4
10015153
 Charging Assault : Any or all Kozuke Samurai may add 3 to their Move number as long as they are unengaged prior to moving. Kozuke Samurai must be able to move adjacent to an opponent's figure in order to use Charging Assault.+
Counter Strike : When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.++
2006‑08Thora's VengeanceClassicHasbro 6153
UtgarOrnakWild Orc Champion from GrutU
H
M
5
10046133
 Red Flag of Fury Aura : If order marker 1 is placed on Ornak, then instead of taking that turn with Ornak, you may take a turn with up to 2 Unique Heroes you control who follow Utgar. Ornak cannot be one of the 2 Unique Heroes. Any Unique Hero that is taking a turn instead of Ornak must be within 8 clear sight spaces of Ornak prior to its movement.+++
Orc Battle Cry Aura : When attacking with any Orc Warrior figures you control within 2 clear sight spaces of Ornak, you may roll Utgar Valkyrie dice. Each Utgar symbol rolled counts for an additional skull.++
2006‑10Crest of the ValkyrieClassicHasbro 6154
JandarSir GilbertValiant Human Champion from EarthU
H
M
5
10565134
 Jandar's Dispatch : After you take a turn with Sir Gilbert, you may roll 12 Jandar Valkyrie dice. Move up to 4 squad figures you control who follow Jandar up to X spaces. X equals the number of Jandar symbols rolled. Any squad figures moved with Jandar's Dispatch must be within 8 clear sight spaces of Sir Gilbert prior to moving.+
Attack Aura 1 : All friendly figures adjacent to Sir Gilbert with a range of 1 add 1 die to their normal attack.+
2006‑10Crest of the ValkyrieClassicHasbro 5147
EinarHatamoto TaroDisciplined Human Samurai from EarthU
H
M
5
13055122
 Heroic Defense Aura : When defending against a normal attack by an adjacent figure with any Samurai or Ashigaru figures you control within 8 clear sight space of Hatamoto Taro, you may roll Einar Valkyrie dice. Each Einar symbol rolled counts as an additional shield. Heroic Defense Aura does not affect Hatamoto Taro.++
Adjacent Tough 1 : When rolling defense dice for Hatamoto Taro, if Hatamoto Taro is adjacent to at least one figure you control who follows Einar, add one automatic shield to the defense roll.+
2006‑10Crest of the ValkyrieClassicHasbro 5124
VydarLaglorPrecise Primadon Alphallon from MarrU
H
M
5
11065733
 Vydar's Range Enhancement Aura : All friendly figures with a Range number of 4 or more who follow Vydar and are within 4 clear sight spaces of Laglor add 2 to their Range number. Vydar's Range Enhancement Aura does not affect Laglor.+
Autoload Special Attack : Range 7. Attack 3. When attacking with Autoload Special Attack, you may roll Vydar Valkyrie dice. If you roll at least one Vydar symbol, you may attack again using Autoload Special Attack.++
2006‑10Crest of the ValkyrieClassicHasbro 5755
UllarAcolarhValiant Elf Wizard from FeylundU
H
M
5
11055132
 Leaf of the Home Tree Aura : When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh's Leaf of the Home Tree Aura does not affect Acolarh.++
Ullar's Amulet : All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.+
2006‑10Crest of the ValkyrieClassicHasbro 5134
UtgarShades of BleakwoodeTerrifying Undead Devourers from ValhallaC
S3
M
5
10017124
 Soul Devour : Before moving, each Shade of Bleakwoode you control may choose an adjacent unique hero. Roll the 20‑sided once for each Shade. If you roll 19 or 20, destroy the Shade of Bleakwoode figure, then take control of the chosen unique hero and remove any Order Markers on its card. You now control that Army Card.+
Stealth Flying : When counting spaces for Shades of Bleakwoode's movement, ignore elevations. Shades of Bleakwoode may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Shade of Bleakwoode starts to fly, if it is engaged it will not take any leaving engagement attacks.++
2006‑12Dawn of DarknessClassicHasbro 7124
UtgarHeavy GrutsWild Orc Warriors from GrutC
S4
M
4
7015133
 Orc Champion Bonding : Before taking a turn with Heavy Gruts, you may first take a turn with any Orc Champion you control.++
Disengage : Heavy Gruts are never attacked when leaving engagements.+
2006‑12Dawn of DarknessClassicHasbro 5133
EinarEinar ImperiumDisciplined Kyrie Soldiers from ValhallaC
S3
M
5
14015133
 Double Attack : When each member of the Einar Imperium attacks, he may attack one additional time.+
Stealth Flying : When counting spaces for the Einar Imperium's movement, ignore elevations. The Einar Imperium may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a member of the Einar Imperium starts to fly, if he is engaged he will not take any leaving engagement attacks.++
2006‑12Dawn of DarknessClassicHasbro 5153
EinarTagawa Samurai ArchersDisciplined Human Samurai from EarthC
S3
M
5
6515623
 Counter Strike : When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.++
2006‑12Dawn of DarknessClassicHasbro 5623
UtgarZombies of MorindanTerrifying Undead Savages from FeylundC
S3
M
5
6014123
 Horde Movement : You may move up to 6 Zombies of Morindan that you control each turn. However, you may attack with only 3 Zombies of Morindan. You may attack with any 3 Zombies of Morindan, even Zombies of Morindan that you did not move this turn.+
Zombie Onslaught Special Attack : Range 1. Attack 6. Three Zombies of Morindan on the same level may combine their attacks and roll their attack dice as one attack. All Zombies of Morindan in the attack must be engaged to the targeted figure.+
Zombies Rise Again : If a Zombie of Morindan that you control destroys an opponent's small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Zombies of Morindan. Newly placed Zombies of Morindan cannot attack this turn. Undead are not affected by Zombies Rise Again.+
2006‑12Dawn of DarknessClassicHasbro 4123
JandarEldgrim the Viking ChampionValiant Human Champion from EarthU
H
M
4
3035122
 Overextend Attack : After taking a turn with Eldgrim, you may place a wound marker on Eldgrim and take another turn with him. You may use this power only once during a round.++
Warrior's Swiftness Spirit : When Eldgrim is destroyed, you may place this figure on any unique Army Card. Eldgrim's spirit adds 1 to the move number on that card.+
2006‑12Dawn of DarknessClassicHasbro 6124
EinarEmpress KiovaDisciplined Kyrie Warrior from ValhallaU
H
M
6
9055134
 Gift of the Empress Aura : When you roll defense dice for any Kyrie you control who follows Einar and is within 5 clear sight spaces of Empress Kiova, you may re‑roll all defense dice that did not show shields. Gift of the Empress Aura can be used only once for each defense roll. Empress Kiova's Gift of the Empress Aura does not affect Empress Kiova.++
Stealth Flying : When counting spaces for Empress Kiova's movement, ignore elevations. Empress Kiova may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Empress Kiova starts to fly, if she is engaged she will not take any leaving engagement attacks.++
2006‑12Dawn of DarknessClassicHasbro