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Dreamblade Frequently Asked Questions: Base Set through Serrated Dawn

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Page 1: FAQ Dream Blade

Dreamblade

Frequently Asked Questions:

Base Set through Serrated Dawn

Page 2: FAQ Dream Blade

2

This Dreamblade FAQ was compiled by Jeff Vondruska, with contributions from Mark Brown, Diane Colley,

Mike Donais, Eli Shiffrin, Mitchell Waldbauer, and Steve Warner. It is intended for players who have read the

Dreamblade rulebook and are looking for clarifications and additional information. Brand-new players should

familiarize themselves with the rulebook before going through this FAQ. Some of the additional information,

the combat sequence in particular, is highly recommended reading for tournament players and judges. Most

referenced abilities are written out at the end of the question of their first occurrence. This document was last

modified in December of 2007.

Page 3: FAQ Dream Blade

Contents

1 Base Set FAQ 5

1.1 Initiative and Dice Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

1.2 Spawning and the Spawn Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

1.3 Shifting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

1.4 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

1.5 The Conquest Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

1.6 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

1.7 Simultaneous Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

1.8 Specific Miniatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

1.9 Miscellaneous Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

2 Baxar’s War FAQ 21

2.1 General Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

2.2 Ability-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

2.3 Miniature-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

3 Chrysotic Plague FAQ 33

3.1 General Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

3.2 Ability-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

3.3 Miniature-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

4 Anvilborn FAQ 53

4.1 General Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

4.2 Ability-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

4.3 Miniature-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

5 Night Fusion FAQ 75

5.1 General Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

5.2 Ability-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

5.3 Miniature-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89

6 Serrated Dawn FAQ 91

6.1 General Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91

6.2 Ability-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

6.3 Miniature-Specific Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

3

Page 4: FAQ Dream Blade

4 CONTENTS

Page 5: FAQ Dream Blade

Chapter 1

Base Set FAQ

1.1 Initiative and Dice Rolling

Q: How does rerolling dice work? The glossary definition just covers attack dice.

A: Rerolling attack dice and initiative dice work the same way. Any time a die is rerolled, the previous result is

ignored. Additionally, there is a rule for tournaments that has players reroll so that consecutive spawn phases

aren’t skipped:

430. Special Initiative Phase Rule for Tournaments

Skipping Spawn Phases: If either player rolled a 1 during the previous turn’s Initiative Phase, re-roll all 1’s

rolled during the current turn’s Initiative phase. (Example: On the previous turn Scott and Andy skipped

the Spawn Phase. During their current Initiative Phase, Scott rolls a 1 and Andy rolls a 4. Since they

skipped their last spawn phase, Scott re-rolls his result of 1, and ends up rolling a 3. Scott and Andy then

proceed to complete their Spawn Phase spawning miniatures normally this turn, and have 7 spawn points

to spend.)

Q: What if I need to roll more dice than I have for an attack?

A: Hopefully your opponent will have some dice you can use as well. It is common courtesy to ask your opponent

if you may borrow his or her dice. If you make an attack where you need to roll more dice than you have access

to, roll as many dice as you can, write down the results of those rolls, and reroll as many dice as necessary to

complete the attack. You should always confirm the result of the first set of rolls with your opponent before

rolling any dice again, especially in a tournament.

1.2 Spawning and the Spawn Phase

Q: How does the spawn phase work?

A: At the beginning of the second player’s spawn phase, add both players’ initiative rolls together. The second

player then adds 2 points for each of his or her miniatures that have been destroyed since his or her last spawn

phase. If there are miniatures in play that give bonus spawn points, add these as well. This is the total number

of spawn points available to the second player.

Q: If I can’t use the bonus spawn points from a miniature that was destroyed last turn, can they

5

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6 CHAPTER 1. BASE SET FAQ

be saved and used on a future turn?

A: No. Spawn points that you don’t use in your spawn phase are lost, and this includes bonus spawn points

from destroyed minis. The only case in which bonus spawn points can be saved for a later turn is if a player rolls

a 1 on an initiative die, causing the spawn phases to be skipped that turn.

Q: If a miniature owned by the second player is destroyed in the first player’s spawn phase, does

the second player get the bonus spawn points this turn?

A: Yes. The miniature was destroyed after the second player’s last spawn phase, and therefore will generate

bonus spawn points in that turn.

Q: How do spawn abilities work?

A: A spawn ability requires you to spend some number of spawn points (sometimes 0) to activate the ability.

Even if the cost is 0, you can only use a spawn ability during your spawn phase, and each spawn ability can be

used only once each spawn phase. Some spawn abilities have the symbol . These abilities can only be used

while the miniature is in a cell that can score you conquest points (this means the middle scoring cells, and those

closest to your opponent). The cell doesn’t have to be uncontested; as long as the miniature is in a scoring cell

the ability can be used.

Q: Can you activate a creature’s spawn ability on the same turn that you spawn it?

A: Yes, as long as you meet the conditions to activate the spawn ability. In many cases this means having enough

spawn points left over to activate the ability.

Q: If I activate a creature’s spawn ability and that creature somehow leaves play and comes back

into play before the end of my spawn phase, can I activate the ability again?

A: Yes. A creature that leaves play and comes back into play is treated by the game as an entirely new creature,

even though it is represented by the same miniature. Since it is a different creature, you can activate its spawn

ability.

Q: If my opponent has a creature in my spawn row, can I still spawn in that cell?

A: Yes. Keep in mind that you can always spawn in your portal, no matter what. You can spawn in any other

cell in your spawn row as long as: 1) you control a miniature in the same column as that cell, 2) that cell didn’t

contain an ally at the start of your spawn phase, and 3) that cell doesn’t already contain four creatures you

control. Locations and enemies in a spawn-row cell won’t prevent you from spawning into that cell.

Q: Can I spawn into a spawn-row cell if the only miniature I control in that column is a location?

Can I Reinforce into a cell where the only miniature I control is a location?

A: In order to spawn into a spawn-row cell, you must control a miniature in the same column as that cell. A

location is a miniature, so you would be able to spawn in that cell. The Reinforce ability works differently,

however—you can only Reinforce into a cell where you control the appropriate type of ally. Allies are defined as

creatures you control, and a location isn’t a creature, so you wouldn’t be able to Reinforce into that cell.

Reinforce [Type]—You may spawn this creature in any cell that contains a [Type] ally.

Page 7: FAQ Dream Blade

1.3. SHIFTING 7

1.3 Shifting

Q: When you choose to shift, are you required to move each creature you control?

A: No. Shifting is optional, and you choose whether or not to move each creature individually. It is legal to

move some but not all of your creatures during a shift, or even to not move any creatures at all.

Q: When you shift, do you move all your creatures at once, in groups, or each individually?

A: When you shift, each miniature moves individually and all effects are resolved before another miniature is

moved.

1.4 Combat

Q: When you choose to strike, are you required to attack in every cell or with every creature?

A: No. You choose which cells you would like to attack in and which creatures to attack with within each cell.

You are not required to attack in every cell in which you control a creature or with every creature in a given cell.

It is legal to choose to strike and then not attack in any cell, or choose a cell for combat and then not attack

with any creatures in that cell.

Q: What is the order of combat, really?

A: The first thing you need to do is declare that you’re going to be using an action phase to strike.

1. Choose a cell in which to conduct combat. Declare which of your creatures are going to be attacking within

that cell. If you don’t declare which creatures are attacking, it is assumed that all of your creatures are

attacking.

2. Determine the total number of dice you will be rolling by taking the sum of the attacking creatures’ powers

and adding any relevant modifiers (e.g. Darkheart Cottage). Roll that many attack dice. Resolve all

reroll abilities (e.g. Fortunate). Then resolve all other abilities that trigger on rolling attack dice (e.g.

shield abilities).

3. Assign all blades to blade abilities one at a time. Each blade ability is resolved before assigning the next

blade. Damage from abilities that increase the damage dealt in an attack isn’t dealt yet (e.g. Crit 2). If any

creatures are assigned damage as a result of blade abilities, keep track of that damage. You will determine

if those creatures will be disrupted or destroyed in step 5. If any miniatures are directly disrupted or

destroyed as a result of blade abilities (e.g. Dissipate or Demolish), note it but don’t disrupt or destroy

the miniatures until step 7. If a miniature with the Regenerate ability would be directly destroyed as a

result of a blade ability, note it, but don’t banish the miniature until step 7. Miniatures directly banished

by activated blade abilities are banished immediately.

4. Assign damage from attack dice and any increased-damage abilities to enemies currently in the cell where

combat is taking place. All damage must be assigned.

5. Determine which creatures are going to be disrupted or destroyed. This includes nonlocal creatures that

have taken damage as a result of other abilities or prior combats. If you decide to destroy a miniature

with the Regenerate ability, instead mark it to be banished. If no miniatures are going to be disrupted,

destroyed, or banished this combat, skip to step 10. If at least one miniature is going to be disrupted,

destroyed, or banished, continue to step 6.

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8 CHAPTER 1. BASE SET FAQ

6. If it is one of the first player’s action phases, any enemy creatures that are going to be destroyed may make

deathblows. All deathblows in a single cell are made at the same time. Deathblows in different cells are

rolled separately and are considered separate attacks. Abilities that modify the power of the creature or the

attack (such as Darkheart Cottage or the Inciter ability) will affect any deathblow attacks. Assign damage

from deathblows to local creatures but don’t determine if these creatures will be disrupted or destroyed.

7. One at a time, deal with any miniatures that were determined to be disrupted, destroyed or banished in

step 3 or step 5. Destroyed miniatures are placed in the graveyard. Disrupted miniatures are moved one at

a time to unoccupied cells in the dreamscape. Banished miniatures are returned to their owner’s reserves.

If both players have miniatures that are going to be disrupted, destroyed, and/or banished, the player

whose phase it is performs those actions for each of his or her opponent’s miniatures first in any order he

or she chooses, then the other player repeats this process for each of his or her opponent’s miniatures in

any order he or she chooses. Any effects that trigger as a result of a miniature being disrupted, destroyed,

or banished are resolved immediately, before any other miniatures are disrupted, destroyed, or banished.

8. Damage clears off of disrupted creatures. Damage to other creatures remains until they are disrupted or

until the end of the phase, whichever comes first.

9. Go back to step 5. There might now be more creatures to be disrupted or destroyed because of deathblows

or because removing disrupted and destroyed creatures has changed other creatures’ stats.

10. Resolve end-of-combat abilities one at a time. This includes abilities such as Strikeback and Bloodthirsty.

Repeat this procedure until you have completed combat in all cells you wish to.

Darkheart Cottage—For each unengaged creature you control, each attack your creatures make in this

cell has +1 power.

Fortunate 2—Whenever this creature attacks, reroll up to 2 dice.

: Crit 2—Deal +2 damage this combat

: Dissipate—Target opponent disrupts this creature.

: Demolish—Destroy target local or adjacent location.

Strikeback 6—During an opponent’s action phase, if local enemies attack and don’t disrupt or destroy any

creatures, make a 6-power attack against target local enemy.

Bloodthirsty—If this creature attacks and no enemy is destroyed by the end of combat, sacrifice this

creature.

Inciter 1—Local enemies have +1 power.

Q: Can I assign a blade to an attacking creature’s blade ability if the creature has moved to a

different cell?

A: Yes. As long as the creature attacked it can have a blade ability assigned to it, even if it’s no longer in the

combat cell. For example, you attack with a Knight of Tomorrow and an Iron Thug and roll two blades. You

assign one blade to the Skirmish ability of Knight of Tomorrow and target the Iron Thug to move it one cell.

Since the Iron Thug attacked in that cell you can (and must) assign the second blade to Iron Thug’s Fumble

ability, reducing the amount of damage you deal in the combat cell, even though the Iron Thug is no longer in

that cell. Another example: you attack with two Knights of Tomorrow and roll two blades. The first blade is

assigned to the first Knight to Skirmish the second Knight forward. The second blade can then be assigned to

the second Knight, allowing you to Skirmish the first Knight forward if you want to.

: Skirmish—You may move target engaged ally one cell.

: Fumble 2—Deal −2 damage this combat.

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1.4. COMBAT 9

Q: Can I assign a blade to a blade ability on a creature moved into the combat cell during combat?

A: No. You can only assign blades to abilities on creatures that attacked in that combat.

Q: Can I assign blades to a blade ability on a creature that attacked but isn’t in play (because it

was sacrificed to a Tantrum ability, for instance)?

A: No. Blades can only be assigned to attacking creatures and local locations that are still in play. A creature

that isn’t in play can’t have blades assigned to its abilities, even if it attacked in that combat.

: Tantrum—Sacrifice a local creature.

Q: Can I assign damage to an enemy creature that has moved into the combat cell during combat?

A: Yes. Damage works differently from blade abilities. You don’t assign any damage from the attack dice until

after all blade abilities have been assigned. Damage can be assigned to any enemies in the combat cell when

damage is assigned. This includes enemies that were moved into the cell by a blade ability (e.g. Lure) during

that combat.

: Lure—You may pull target unengaged enemy one cell (closer to this creature.)

Q: Can I assign damage to an enemy creature that has moved out of the combat cell during

combat?

A: No. Only enemies that are in the combat cell when damage is assigned can be assigned damage.

Q: When does damage clear?

A: Damage clears off of a creature at two points: when the creature is disrupted, or when the current phase ends.

This means that you can deal damage to a creature more than once during a single phase before the damage

clears.

Q: The rulebook says, “If you deal damage at least equal to both a creature’s defense and its life,

you choose whether to disrupt or destroy it.” So for a Cannibal Pariah (with 3 defense and 4

life), does that mean I have to deal 7 damage to it to be able to choose to disrupt or destroy it?

A: No. You just have to deal 4 damage to get the choice.

Q: If I deal enough damage to disrupt an enemy in a combat, can I choose not to disrupt it and

leave the damage on it to try and destroy it later in the phase?

A: No. If you deal damage to a creature that’s greater than or equal to its defense, it must be disrupted at the

end of combat.

Q: If I disrupt multiple creatures at the same time, can they all go in the same cell?

A: No. This goes back to the general rule of, “Nothing in the Dreamblade game happens simultaneously.” You

disrupt creatures one at a time, even if there are multiple creatures that are going to be disrupted in a single

combat. Once you disrupt the first creature to a cell, that cell is no longer empty; therefore you can’t disrupt

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10 CHAPTER 1. BASE SET FAQ

anything else to that cell.

Q: Can I disrupt a creature to a cell that contains a location but no creatures?

A: No. When you disrupt a creature you must place it in an empty cell. A cell containing a location is not

empty, so you cannot disrupt to that cell.

Q: If a creature is marked for disruption and destruction at the same time (for example, by

being assigned venom points equal to its spawn cost and damage equal to its defense in the same

combat), what happens?

A: The creature’s controller’s opponent chooses whether to disrupt it first or destroy it first. If he or she chooses

to destroy the creature first, then it can’t be disrupted. If he or she chooses to disrupt it first, then it will be

placed into an empty cell and then destroyed.

: Venom 3—Assign 3 venom points to target local enemy. If a creature is assigned venom points

equal to or greater than its spawn cost, destroy it.

1.5 The Conquest Phase

Q: I have a location in one of my scoring cells and no creatures are there. Do I get conquest

points for that cell?

A: No. Locations don’t claim cells. Claiming cells is how the game decides who gets conquest points for a cell.

Only creatures can claim cells.

Q: What if I have a location there, and my opponent has a creature there?

A: Then your opponent gets the conquest points for the cell. Locations also don’t contest cells, and so your

opponent’s creature gets to claim the cell.

1.6 Abilities

Q: What types of abilities are there?

A: There are three types of abilities in Dreamblade: activated, triggered, and static. All rules text in a miniature’s

text box falls into one of these categories.

• Activated abilities require a payment to use. Any ability with an activation cost including spawn points

(including ) or blades is an activated ability. Examples: Unspeakable Freak, Pearlthorn Castle,

Book of Nothing, Chaos Puppeteer.

• Triggered abilities happen “automatically” in response to a game event. For example, an ability with the

symbol, an ability that happens at the beginning of a certain phase, or an ability that happens when a

creature attacks. Triggered abilities may require a payment of some sort upon resolution, but won’t have

spawn-point costs or blades in the activation requirements. Examples: Eater of Hope, Swordstrider,

Unwishing Well.

• Static abilities always apply, or always apply when a specified condition is met, the most common of these

being the scoring cell condition . Static abilities do not require a payment. A wide range of abilities falls

into this group. Examples: Illuminati Pyramid, Bestial Silhouette, Carrion Spiker.

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1.6. ABILITIES 11

Q: If an ability doesn’t target a creature, how do I tell what it affects?

A: The answer to that depends on the type of ability in question, and what that ability does.

• Static abilities that modify the characteristics of miniatures or modify game rules will constantly determine

which cells, miniatures, or players are affected. Examples: Bolster, Bodyguard, Inciter, Soul Harrow

• Triggered and activated abilities that modify game rules will only affect miniatures or players specified by

that ability as the ability takes effect. Example: Phantom

• Triggered and activated abilities that modify a miniature’s characteristics will constantly determine which

miniatures are affected. Examples: Panic, Enrage

• Triggered and activated abilities that target a cell (or set of cells) and modify game rules for the cell(s)

or characteristics of miniatures in the cell(s) will constantly determine which miniatures are in the cell(s),

and affect those miniatures. Example: Lockdown

Q: When an ability requires you to choose targets, when is that done?

A: All targets for an ability are chosen when the ability is activated. For example, both targets for the Skirmish

2 ability are chosen when the ability is activated, before any creature is moved. You don’t target one creature,

move that creature, then target a second creature.

Note that abilities combined with an ampersand (“&”) have modified rules for choosing targets. See “Combining

effects with an ampersand (“&”)” in the Chrysotic Plague FAQ for more information.

Q: Can I activate a blade ability even if I can’t choose legal targets for the ability?

A: Yes. You can assign blades to any attacking creature or local location you control. Once the blade is assigned,

you choose targets for the ability, if any. If you can’t choose all required targets for the ability, choose as many

as possible, then perform as much of the ability’s instructions as possible. For example, you activate a Double

Warpstrike ability, but there is only one nonlocal enemy. You will only choose one target for the ability, and you

will only make one attack.

: Double Warpstrike 6—Choose two different target nonlocal enemies. Make a 6-power attack

against each target.

Q: Can I assign blades or spawn points to an activated ability even if I can’t satisfy all of the

activation requirements?

A: Yes. For example, you control an ability that has an activation requirement of :B:. You can assign a blade to

the ability even if the creature isn’t in a scoring cell, and the ability will do nothing.

Q: Some abilities have text that says you can’t break the stacking limit with that ability, and some

don’t. Does this mean you can break the stacking limit using the abilities that don’t have that

text?

A: No. The italicized text in parentheses (like this) that appears on some miniatures is reminder text. This

text appears on miniatures that may be commonly misunderstood and summarizes a rule that applies to that

miniature. Reminder text isn’t itself considered rules text. The absence of a certain piece of reminder text on a

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12 CHAPTER 1. BASE SET FAQ

certain miniature doesn’t mean anything.

Q: Can I [movement ability] my creature with Defender to get it into an enemy-occupied cell?

A: Yes. Defender only stops you from moving that miniature into an enemy-occupied cell when you shift. It can

still be Advanced, Skirmished, Swapped, or moved into an enemy-occupied cell by other non-shifting means.

Defender—This creature can’t move into an enemy-occupied cell when you shift.

Q: Can a creature Skirmish itself?

A: No. With Skirmish, a creature can move one engaged ally one cell. A creature isn’t an ally of itself, and

therefore can’t move itself with Skirmish.

: Skirmish— You may move target engaged ally one cell.

Q: Can I Skirmish the same creature twice with Knight of Strife and Joy’s Skirmish 2 ability?

A: No. The Knight’s ability says that you may move “up to two target engaged allies one cell each.” You may

choose to only target one ally with the ability and move it one square, but you may not target the same creature

twice.

: Skirmish 2—You may move up to two target engaged allies one cell each.

Q: What happens if the first creature I spawn in a game is a creature with the Appease ability?

Does the Appease ability ‘fizzle’?

A: If you spawn a creature with Appease and that is your only creature in play, then you’ll have to sacrifice that

creature. Remember that nothing happens simultaneously in the Dreamblade game, so the creature will come

into play, its ability will trigger, and you’ll have to sacrifice a creature. If that’s your only creature, then it’s the

one you must sacrifice.

: Appease—When this creature comes into play, sacrifice a creature.

Q: What happens if I sacrifice a creature with the Regenerate ability?

A: The creature will go to the graveyard. No player will receive conquest points or bonus spawn points for it.

A creature with Regenerate only gets banished (returned to your reserves) if it is destroyed, and sacrificing isn’t

the same thing as destruction.

Regenerate—If this creature would be destroyed, banish it instead. (A creature you control that is

regenerated doesn’t make a deathblow, generate bonus spawn points, or score conquest points for your

opponents.)

Q: If a creature with the Bloodthirsty ability attacks and deals enough damage to destroy a

creature with the Regenerate ability, does that satisfy the Bloodthirsty ability?

A: No. Regenerate replaces the destruction with banishment, returning the creature to its controller’s reserves

rather than putting it into the graveyard. As such, the creature was never destroyed, and the creature with

Bloodthirsty will be sacrificed unless another creature was destroyed in the same combat.

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1.6. ABILITIES 13

Bloodthirsty—If this creature attacks and no enemy is destroyed by the end of combat, sacrifice this

creature.

Q: If a creature with the Bloodthirsty ability attacks and another creature in the same combat

destroys a creature with a Warpstrike, does that satisfy the Bloodthirsty ability?

A: Yes. The Bloodthirsty ability only requires that an enemy creature gets destroyed by the end of combat. It

doesn’t matter if that enemy is in the same cell or not.

: Warpstrike [X]—Make a [X]-power attack against target nonlocal enemy.

Q: What happens to blades rolled on Warpstrike attacks?

A: Blades rolled on any special attack count as misses. The only time a blade can be used to activate a blade

ability is on an attack declared during a strike. In all other cases (deathblows, Warpstrike, Assault, Ambush,

Charge, etc.) blades count as misses.

: Assault X—Make an X-power attack against target local enemy.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Q: If I destroy a nonlocal creature using a Warpstrike ability, does that creature get a deathblow?

A: Assuming it’s the first player’s action phase, yes. Any enemy creature destroyed during the first player’s

action phase will get a deathblow, regardless of how it died. In the case of Warpstrike, at the end of the combat

that creature will get a deathblow against any local enemies in its own cell. If there are no enemies in that cell,

then there won’t be a deathblow. The same is true for Ambush and Charge.

Q: How does the Bodyguard ability interact with abilities like Ambush and Warpstrike?

A: When you have a creature with the Bodyguard ability in a cell, no damage may be assigned to creatures in

that cell without Bodyguard until enough damage has been assigned to disrupt or destroy each creature in that

cell with Bodyguard. This applies to any type of attack, not just attacks made using the strike action.

This means that if you have a creature with Bodyguard in a cell with a Fleshless Reaper (with the Ambush 6

ability) and you move another miniature into that cell, the Ambush attack won’t be able to deal any damage

to the new creature because the creature with Bodyguard hasn’t been assigned enough damage to disrupt or

destroy it.

The same is true for Warpstrike. If you attempt to assign Warpstrike damage to a creature that is in the same

cell as a creature with Bodyguard, the creature you’re targeting will take no damage.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

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Q: If I control a creature with the Bodyguard ability in a cell and my opponent activates the

Bomb ability, do other creatures I control in that cell take damage?

A: Only if the Bomb ability assigned enough damage to the creature with Bodyguard to disrupt or destroy it.

If the damage was not enough to disrupt or destroy the creature with Bodyguard, the Bodyguard ability will

prevent the damage to the other creatures in that cell. Note that the creature with Bodyguard doesn’t take the

damage it prevents, it simply prevents it from being assigned at all.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

: Bomb 4—Sacrifice this creature and deal 4 damage to each local enemy.

Q: If I use the Teleport or Swap abilities to place a creature into a cell that contains a creature

with Ambush, does Ambush trigger?

A: Yes. Both Teleport and Swap cause a miniature to go from one cell in the dreamscape to another. This meets

the glossary definition of “enter”, so Ambush will trigger. The only way to get a creature into a cell without it

being Ambushed is to spawn the creature there. This is possible with either Reinforce or a normal spawn if an

enemy with Ambush is in the same cell.

: Teleport Self—Move this creature into target nonportal cell. : Swap—You may exchange

this creature’s position with target non-local ally.

Q: If the Ambush ability triggers while striking during an action phase, when does disrup-

tion/destruction occur?

A: Creatures will be checked for disruption and destruction from Ambush during step 5 of the combat sequence,

but the disruption and destruction will take place in step 7. Damage from special attacks such as Ambush is

occurring inside of combat, and is handled along with damage rolled on combat dice. Creatures will not be

checked for disruption and destruction immediately after damage is assigned. This applies to all special attacks

during a strike (Charge, Warpstrike, etc.), not just Ambush.

Q: Is the Bomb ability on Blood Wolf an optional ability, or must the miniature be sacrificed if

the ability is activated?

A: This isn’t an optional ability. If you assign a blade to this ability you must sacrifice the Blood Wolf and deal

4 damage to each local enemy.

: Bomb 4—Sacrifice this creature and deal 4 damage to each local enemy.

Q: If I control two Faceless Stalkers in a cell, both with Fortunate 2 abilities, do I reroll two dice

then two more dice, or just reroll four dice?

A: You reroll two dice, and then two more. The two Fortunate abilities will trigger separately on the same

attack, and so you will be able to reroll up to two dice for the first Fortunate ability, determine the outcome of

that, then reroll up to two more dice for the second Fortunate ability. This allows you to reroll the same two

dice twice if you wish.

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1.6. ABILITIES 15

Fortunate 2—Whenever this creature attacks, reroll up to 2 dice.

Q: What does the Strikeback ability trigger on? When does it trigger during combat?

A: Strikeback triggers if an opponent has made an attack during an action phase in a cell where you control a

miniature with Strikeback and that attack failed to destroy or disrupt any of your miniatures. If your opponent

makes multiple attacks during the course of a single combat (by activating Warpstrike abilities, for instance),

Strikeback will only trigger once, during step 10 of the combat sequence listed earlier in this document. Strikeback

will still trigger even if the creature with Strikeback has moved to another cell during the course of combat. All

that matters is that the creature with Strikeback was in the combat cell when the attack was made.

A few extra steps are needed in a combat where Strikeback is involved. Add the following steps to the combat

sequence if you need to resolve a Strikeback ability during combat:

• In step 10 of the combat sequence, resolve all end-of-combat effects as normal. Strikeback is an end-of-

combat effect and will trigger during this step. If the Strikeback condition is met, roll a 6-power attack

against target local enemy.

• Once all end-of-combat effects have been resolved, go back to step 5. Continue from this point in the

combat sequence as normal, resolving disruption and destruction and going back to step 5 as necessary.

• When you come to step 10 again, any end-of-combat effects which were resolved earlier in that combat

(such as the Strikeback ability itself) will not trigger again. Each end-of-combat effect can only trigger once

per combat, so once you’ve resolved such an effect once you can’t resolve it again that combat. Any new

end-of-combat effects which trigger as a result of the Strikeback attack or the resulting damage, disruption,

or destruction will be resolved at this time.

Strikeback 6—During an opponent’s action phase, if local enemies attack and don’t disrupt or destroy

any creatures, make a 6-power attack against target local enemy.

Q: When you activate a Dissipate ability, when is the creature disrupted?

A: When you activate Dissipate, you don’t disrupt the creature immediately. The creature is marked for disrup-

tion and remains in the cell until step 7 of the combat sequence given above. Despite the fact that it is still in

the cell when deathblows are made, due to the way combat is structured it will effectively be able to ignore any

damage assigned to it due to a deathblow. A full explanation of this is beyond the scope of this FAQ, please

check the Dreamblade Rules Q&A board for more details.

This is a functional change to a previous ruling involving the Dissipate mechanic. This is now the official ruling.

: Dissipate—Target opponent disrupts this creature.

Q: If I activate a Demolish ability when my opponent doesn’t control any local or adjacent locations

but I do, do I have to destroy my own location?

A: Yes. The Demolish ability doesn’t say that you must destroy an enemy location, just a location. If your

opponent does not control any local or adjacent locations, you’ll have to destroy one of your own if you have one.

If you destroy your own location, neither player gets a conquest point for it, but you do get two bonus spawn

points at the beginning of your next spawn phase.

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16 CHAPTER 1. BASE SET FAQ

: Demolish—Destroy target local or adjacent location.

Q: Do abilities that change a creature’s power apply to special attacks such as Warpstrike and

Ambush?

A: No. Abilities such as Inciter and Enrage only affect the power stat of the creature itself, which means they

only affect attacks based on the creature’s power (strike attacks and deathblows), not any special attacks it makes

with a power defined by the ability (Ambush, Assault, Charge, Warpstrike, Strikeback, etc). For example, a

Fleshless Reaper in the same cell as an enemy Barbstrider will have a power of 1 due to the Inciter ability, but

any Ambush attacks it makes will still be a 6-power attack.

Inciter 1—Local enemies have +1 power.

Enrage 1—Your local and adjacent allies have +1 power.

Q: Can creatures with the Loner ability make deathblows?

A: Yes, but only if the creature with Loner is the only creature making a deathblow at that time. For example,

if two of your creatures are destroyed and are entitled to deathblows but one of them has the Loner ability, you

would be able to attack with either one of the creatures, but not both.

Loner—This creature can’t attack with other creatures.

Q: If I activate an ability that requires me to choose a value for X (the Assault X ability, for

example), can X be zero?

A: Yes. If an ability requires you to choose a number, you may choose any non-negative integer. Zero is a valid

choice.

: Assault X—Make an X-power attack against target local enemy.

1.7 Simultaneous Effects

➢ A “group ability” is an ability that instructs one or more players to perform more than one action. Group

abilities may be activated or triggered. For this purpose, an “action” can refer to different gameplay actions

(such as the Skirmish & Advance ability) or distinct physical actions (such as the Skirmish 2 ability). If these

distinct actions are specifically noted as occurring at the same time (such as the Vortex or Swap abilities), they

form only one action and the ability is not a group ability.

➢ Multiple triggered abilities that trigger on the same game event form a “set” of simultaneous effects. A set of

simultaneous effects is placed on the stack on top of any other sets of simultaneous effects which were already

placed on the stack.

➢ Abilities that trigger as the result of an action in a group ability are resolved immediately, before proceeding

to other actions in that group ability. If multiple abilities trigger as the result of an action in a group ability,

those abilities form a set of simultaneous effects and are resolved as described below.

➢ As long as one or more sets exist on the stack, the player whose phase it is (referred to as the active player)

or the player who won initiative (if the phase is shared) chooses any triggered ability he controls in the top set

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1.7. SIMULTANEOUS EFFECTS 17

on the stack and resolves it. If that player controls no triggered abilities in the top set, then repeat this process

for each other player in sequence.

➢ As long as one or more abilities are on the stack, no player may take any voluntary actions (activated

abilities, shifting, spawning, etc). Players may pay costs or make choices associated with triggered abilities (such

as deciding whether or not to sacrifice Falling Man to Splat) while they are on the stack.

➢ Once an ability is activated or triggered, it exists independently of the miniature from which it was activated

or triggered and will resolve regardless of what may happen to that miniature. All choices associated with the

ability, including targets, are not made until the trigger resolves.

➢ Inside of combat, check for disruption and destruction only during step 5 of combat.

➢ Outside of combat, check for disruption and destruction at the following times, as long as damage was dealt

since the last time disruption and destruction were checked:

• After one or more attacks or abilities have resolved and the stack is empty.

• After each action in a group ability, if no abilities triggered as a result of that action.

• After all triggered abilities triggered by an action in a group ability have resolved, if abilities triggered as

a result of that action.

Examples

① Player 1 shifts a Cannibal Pariah into a cell containing two Fleshless Reapers controlled by player 2. The

two Ambush triggers form a set of simultaneous effects. That set goes on the stack. Player 1 (the active player)

controls no effects in that set, so player 2 chooses and resolves one ability that he controls in the set (making an

Ambush attack), then chooses and resolves another ability that he controls in the set (making a second Ambush

attack). Once both abilities have resolved, the stack is empty, and all creatures in play are checked for disruption

or destruction.

② Player 1 controls two Blademillers. At the beginning of his spawn phase, both Locus Drive abilities trigger.

They form a set of simultaneous effects, and that set goes on the stack. Player 1 (the active player) chooses

and resolves one ability that he controls in the set, moving one Blademiller one cell. The new cell contains two

Fleshless Reapers controlled by player 2. The two Ambush triggers form a second set of simultaneous effects,

and that set goes on the stack on top of the first set. Player 1 controls no effects in the top set, so player

2 chooses and resolves one ability that he controls in that set (making an Ambush attack), then chooses and

resolves another ability that he controls in the set (making a second Ambush attack). That set is now empty, so

the first set is now on top again, and player 1 chooses and resolves an ability from that set, moving the second

Blademiller. The stack is now empty, and all creatures in play are checked for disruption or destruction.

③ Player 1 activates Octorilla’s Brainblast ability during her spawn phase. Because this ability is causing her

to take multiple actions by making multiple attacks, this ability is a group ability. After each attack that deals

damage, all creatures in play are checked for disruption or destruction.

④ Player 1 activates Aviax Firebrand’s War Cry ability during her spawn phase, choosing a cell in which she

controls two Fleshless Reapers. Because the War Cry ability is causing her to take multiple actions by moving

multiple creatures, this ability is a group ability. She chooses to move a creature controlled by player 2 into

the cell. Two Ambush abilities trigger and form a set of simultaneous effects, and that set goes on the stack.

Player 1 (the active player) chooses and resolves one ability that she controls in the set (making an Ambush

attack), then chooses and resolves another ability that she controls in the set (making another Ambush attack).

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18 CHAPTER 1. BASE SET FAQ

All abilities triggered by the action of moving player 2’s creature have resolved, and all creatures in play are

checked for disruption or destruction. Player 1 then chooses another creature to move, and this process repeats

until there are no more creatures to be moved.

⑤ During the initiative phase, player 1 rolls a 1 on his initiative die, and both players are going to skip their

spawn phase this turn. Player 2 controls two copies of Falling Man in play. Two Splat abilities trigger and form

a set of simultaneous effects, and that set goes on the stack. Player 2 (the player who won initiative) chooses and

resolves one ability that he controls in the set. He chooses to sacrifice the first Falling Man and make attacks

against each creature that was local to it. Because this ability is causing him to take multiple actions, this

ability is a group ability. After each attack that deals damage, all creatures in play are checked for disruption or

destruction. Player 2 then chooses and resolves another ability that he controls in the set. He chooses to sacrifice

the second Falling Man as well and make attacks against each creature that was local to it. Because this ability

is causing him to take multiple actions, this ability is also a group ability. After each attack that deals damage,

all creatures in play are checked for disruption or destruction. The stack is now empty, but since no damage was

dealt since the last check for disruption and destruction, it is not checked again.

⑥ Player 1 controls a Toxic Sludger in her portal, and a Hunter-Killer in the cell in front of her portal. Player 2

controls an Unwishing Well in his 5-point scoring cell, adjacent to the Hunter-Killer. At the beginning of player

1’s spawn phase, Swap Drive and Unwishing Well trigger and form a set of simultaneous effects, and that set

goes on the stack. Player 1 (the active player) chooses and resolves one ability that he controls, exchanging the

positions of Hunter-Killer and Toxic Sludger. Player 1 now controls no effects in the set, so player 2 chooses and

resolves one ability that he controls in the set, causing player 1 to sacrifice a creature in the Unwishing Well cell

(if possible). The fact that the Unwishing Well no longer has its ability due to Toxic Sludger’s Blight ability is

irrelevant, since the ability has already triggered and is on the stack. After resolving the Unwishing Well ability

the stack is empty, and player 1 can proceed with his spawn phase.

1.8 Specific Miniatures

Darkheart Cottage

For each unengaged creature you control, each attack your creatures make in this cell has +1 power.

Q: How does Darkheart Cottage work?

A: When a creature you control is in the same cell as Darkheart Cottage and it makes any type of attack, you

determine the total number of dice that you would roll normally, count the number of unengaged creatures you

control, and add that many dice.

Q: Does Darkheart Cottage add a bonus to each creature or just to the attack?

A: Darkheart Cottage only adds power to the attack, not to each individual creature participating in the attack.

If you control 3 unengaged creatures and are attacking with 2 creatures, you will get 3 additional dice, not 6.

Q: Does Darkheart Cottage apply to special attacks as well?

A: Yes. If a creature you control is in the same cell as Darkheart Cottage and it makes a special attack, it will

get the bonus to the power of the attack. This applies to Ambush, Assault, Charge, Strikeback, Warpstrike, and

deathblows. Keep in mind that the important thing is where the attack originates, not where it’s targeted. If

you have a creature with Warpstrike in the same cell as Darkheart Cottage, it will get the bonus from Darkheart

Cottage regardless of where the creature that it’s targeting is located.

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1.9. MISCELLANEOUS QUESTIONS 19

1.9 Miscellaneous Questions

Q: When are creatures checked for destruction and disruption outside of combat?

A: Outside of combat, all creatures in play are checked for destruction and disruption when any creature is

dealt damage. Dealing something zero damage (by rolling all misses on an Ambush attack, for instance) is not

considered to be dealing damage and will not cause such a check. This means it is possible for a creature to be

dealt damage that is not enough to disrupt or destroy it, and have its defense and/or life stats lowered before

the end of the phase without being disrupted or destroyed by that damage, unless it or another creature is dealt

damage before the end of the phase.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Q: Can locations be counted as enemies or allies?

A: No. An enemy or ally is defined by the rules as a creature. Keep in mind that the word “enemy” can mean

two different things. If the word “enemy” is by itself, then it refers to a creature controlled by an opponent. If

it is in front of another word (like in “enemy location”) then it is simply modifying that word to mean “a thing

controlled by an opponent.”

Q: If an ability description on a miniature’s sticker contradicts information in the rulebook (such

as the glossary entry for that ability), which is correct?

A: The miniature is correct by default. This only applies if the miniature directly contradicts the rulebook. If

the rulebook is simply providing more information that doesn’t contradict the text on the sticker, then both are

correct.

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Chapter 2

Baxar’s War FAQ

2.1 General Notes

Combat timing

Step 7 of the combat sequence has been updated to clarify how some Baxar’s War abilities work. Step 7 now

reads:

7. One at a time, deal with any creatures that were determined to be disrupted or destroyed in step 3 or

step 5. Destroyed creatures are placed in the graveyard. Disrupted creatures are moved one at a time

to unoccupied cells in the dreamscape. If both players have creatures that are going to be disrupted

and/or destroyed, the player whose phase it is disrupts and/or destroys all of his or her opponents’

creatures first in any order he or she chooses, then the other player disrupts and/or destroys all of

his or her opponents’ creatures in any order he or she chooses. Any effects that trigger as a result

of a creature being disrupted or destroyed are resolved immediately, before any other creatures are

disrupted or destroyed.

Abilities with an activation of

Multiple abilities in the Baxar’s War set have an activation requirement of .

: Awaken—Remove this creature from the game. Then put each creature in your graveyard into

your reserves.

☞ Unlike abilities with an activation requirement of just , which are active anytime the miniature is in a

scoring cell, an ability with an activation requirement of is a spawn phase ability that may be activated by

the controller of the miniature during his or her spawn phase. Such an ability will not trigger automatically.

Moving creatures multiple cells

Two abilities in the Baxar’s War set (Haunt Gambit and Haste Gambit) move multiple creatures up to two cells

each.

: Haste Gambit 2—You may have each opponent advance one turn on the victory track. If you

do, move each ally up to two cells.

21

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22 CHAPTER 2. BAXAR’S WAR FAQ

☞ When you activate an ability that moves multiple creatures, you move each creature one at a time. One

by one, select a creature to move and move that creature. You can’t move a creature one cell, move another

creature, then move the first creature a second cell.

☞ It is possible to move a creature out of and back into a cell using a multiple-move ability.

☞ If an ability triggers from the movement (such as Charge or Ambush), resolve the triggered ability immediately,

then continue resolving the movement.

☞ If you move a creature one cell and it is disrupted (by an Ambush attack during a spawn phase, for example),

you may still move the creature a second cell from the cell it was disrupted into. Disrupting a creature does not

forfeit the rest of its movement.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

2.2 Ability-Specific Notes

Awaken

Fleshworm Broodsire

: Awaken—Remove this creature from the game. Then put each creature in your graveyard into

your reserves.

☞ The Awaken ability will only return creatures to your reserves. Locations that have been destroyed will remain

in your graveyard.

☞ See “Abilities with an activation of ” in the General Notes section.

Call

Baxar the Soulstitcher

Unique Baxar

: Call—Put a creature with spawn cost from your graveyard into this cell.

: Deathboon—If target local enemy is destroyed this combat, put a creature from your graveyard

into your reserves.

☞ Activating the Call ability moves the chosen creature directly from your graveyard to the specified cell. Since

it’s being put into the cell from another zone, it is not considered to be entering that cell and will not trigger

abilities such as Ambush.

☞ Putting a creature into play using the Call ability will trigger abilities that trigger on a miniature coming into

play (abilities with the symbol). The rulebook is incomplete when it says that such abilities trigger when the

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2.2. ABILITY-SPECIFIC NOTES 23

creature is spawned. abilities will trigger on a creature coming into play from any zone by any means.

☞ You may use the Call ability to put a creature with the Vengeance ability into play, even if your opponent

has not won the number of turns that would be required for you to spawn the creature.

☞ It is possible to get two creatures with the same Unique ability into play using the Call ability. If this occurs,

sacrifice all but one of the creatures with the same Unique ability. For example, you control Marian, Bound to

Pain, which has the Unique Marian ability. You use the Call ability to put a second Marian into play. You must

immediately sacrifice one of the two Marians. You choose which creature to sacrifice.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Vengeance 3—This creature can be spawned only if an opponent has won three or more turns.

Corpsebuilt

Butcher

: Corpsebuilt—Sacrifice this creature unless you put a creature from your reserves into your grave-

yard.

☞ You cannot put a location into your graveyard using a Corpsebuilt ability.

☞ If a creature has Corpsebuilt 2, you cannot put only one creature into your graveyard. You must either put

two creatures into your graveyard or sacrifice the creature with Corpsebuilt.

Curse

Citadel of Torture

Curse 1—Whenever one or more local enemies attack, the enemies’ controller rerolls one die of your

choice.

: Torture—Sacrifice a local ally. Gain spawn points equal to its spawn cost.

☞ The Curse ability is not optional. If enemies attack in a cell that’s under the effect of a Curse ability you

control, you must choose a die for your opponent to reroll.

☞ If a Curse ability and a Fortunate ability both trigger from the same attack, they are simultaneous effects. The

effect controlled by the player whose phase it is will resolve first, followed immediately by the effect controlled by

the other player. In most cases this means the Fortunate ability will resolve first since the creature with Fortunate

must be attacking, but it is possible for the Curse ability to resolve first (if the creature with Fortunate is making

a deathblow attack, for example).

Fortunate 2—Whenever this creature attacks, reroll up to 2 dice.

Deathboon

Baxar the Soulstitcher

Unique Baxar

: Call—Put a creature with spawn cost from your graveyard into this cell.

: Deathboon—If target local enemy is destroyed this combat, put a creature from your graveyard

into your reserves.

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24 CHAPTER 2. BAXAR’S WAR FAQ

☞ The Deathboon ability is activated in step 3 of combat, along with other blade abilities, but it has no visible

effect at that time. If the targeted creature is destroyed during the current combat (typically this will happen

during step 7 of combat), the Deathboon effect will trigger, which allows you to return a creature of your choice

from your graveyard to your reserves.

☞ The Deathboon ability is not optional. If you activate the ability you must target an enemy creature, and if

that creature is destroyed you must return a creature from your graveyard to your reserves. —–

Double Stakes

Hammerhead

: Double Stakes—Remove this creature from the game. The player who wins this turn scores two

turns instead.

☞ If a Double Stakes ability is activated and neither player wins the turn, the Double Stakes ability has no

effect. It will not carry over to the following turn.

☞ Multiple Double Stakes abilities are not cumulative. If more than one Double Stakes ability is activated during

a single turn, the player who wins the turn still scores two turns.

☞ See “Abilities with an activation of ” in the General Notes section.

Edgemaker

Gent

: Edgemaker—Activate target local ally’s blade ability as if were assigned to it. (Abilities that

work only during combat can’t be activated with this ability.)

☞ You can target any creature with the Edgemaker ability, even a creature with no abilities.

☞ You can choose to “assign” a blade to any ability that could normally be activated by a blade. Abilities

that only work during combat (such as Crit, Fumble, Deathboon, Ferocity, and Trample) will have no effect

if activated in this way. Any ability that specifies “this combat” and/or increases or decreases the amount of

damage in combat (such as Crit) is an ability that only works during combat.

☞ If you have multiple instances of the Edgemaker ability in the same cell, they can all be used to activate the

same blade ability, even if that blade ability can only be activated once during a normal combat.

☞ You cannot activate a double-blade ability by using two instances of the Edgemaker ability. Only single-blade

and multiblade abilities can be activated.

☞ The Edgemaker ability activates the ability of the targeted ally. The creature with Edgemaker doesn’t gain

the ability in some way and then activate it. For example, activating a Skirmish Self ability will cause the

creature with the Skirmish Self ability to move. The creature with the Edgemaker ability will not move.

☞ The Edgemaker ability can’t activate a blade ability of a creature that is under the effect of a Nullify ability.

: Crit 2—Deal +2 damage this combat.

: Fumble 2—Deal −2 damage this combat.

: Deathboon—If target local enemy is destroyed this combat, put a creature from your graveyard

into your reserves.

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

: Trample—If each local enemy has been assigned enough damage to disrupt or destroy it, you

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2.2. ABILITY-SPECIFIC NOTES 25

may assign any extra damage to enemies in target adjacent cell.

: Skirmish Self—If this creature is engaged, you may move it one cell.

Nullify—Local creatures can’t use blade abilities.

Energy Feed

Heart Thief

: Energy Feed—You don’t skip your spawn phase when 1s are rolled for initiative.

☞ The Energy Feed ability only affects the controller of the ability. Other players will still skip their spawn

phase if a 1 is rolled on any initiative die.

☞ The Energy Feed ability does not affect how rerolls work when using the tournament spawn phase rule. If a

1 was rolled last turn, you must still re-roll all 1’s this turn, even if one or both players control an active Energy

Feed ability.

From the DCI DREAMBLADE Floor Rules:

430. Special Initiative Phase Rule for Tournaments

Skipping Spawn Phases: If either player rolled a 1 during the previous turn’s Initiative Phase, re-roll

all 1’s rolled during the current turn’s Initiative phase.

Example: On the previous turn Scott and Andy skipped the Spawn Phase. During their current

Initiative Phase, Scott rolls a 1 and Andy rolls a 4. Since they skipped their last spawn phase, Scott

re-rolls his result of 1, and ends up rolling a 3. Scott and Andy then proceed to complete their Spawn

Phase spawning miniatures normally this turn, and have 7 spawn points to spend.

☞ It is possible for a player to have as few as two spawn points using this ability.

☞ The Energy Feed ability works during the initiative phase. If, during the initiative phase, you a control a

creature with the Energy Feed ability in a scoring cell when a 1 is rolled, you will get a spawn phase even if the

creature with Energy Feed is destroyed or moved out of a scoring cell before you would get a spawn phase.

Flux Crit

Murderous Berserker

: Flux Crit—Deal +X damage this combat, where X is the conquest-point value of the local cell.

☞ The amount of extra damage from a Flux Crit ability is determined when the blade ability resolves. If the

creature is moved into another cell after that time, the amount of extra damage will not change.

☞ It is possible to assign a blade to the Flux Crit ability even if the creature is not in a scoring cell in order to

use up the blade. The ability will do nothing if all activation requirements are not met at the time the blade is

assigned.

Flux Ward

Pearlthorn Gargoyle

: Flux Ward—This creature has +X defense and +X life, where X is the conquest-point value of the

local cell.

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26 CHAPTER 2. BAXAR’S WAR FAQ

☞ The value of X in a Flux Ward ability is constantly determined. When a creature with Flux Ward moves to

a different cell, its defense and life stats will change immediately.

☞ Outside of combat, creatures are only checked for destruction or disruption when a creature takes damage.

This means that it is possible for a creature with the Flux Ward ability to be assigned damage that would not

disrupt or destroy it given its current defense and life, and then move into a lower-value scoring cell without

being disrupted or destroyed, even though the damage may be greater than or equal to its current defense and/or

life. If no damage is dealt before the end of the phase, the damage will clear and the creature will still be in play.

Follower

Wayward Spiker

Follower—This creature can attack only if at least one local ally is also attacking.

☞ When you choose attackers in a cell, you declare them all at once, not one at a time, and check whether or

not the attack is legal once you’ve declared all attackers. This means it is possible for two creatures with the

Follower ability to attack together as the only attacking creatures.

☞ A creature with the Follower ability may only make a deathblow if at least one other local creature you control

is making a deathblow at the same time.

☞ Two creatures with the Follower ability may make a deathblow at the same time as the only creatures making

deathblows.

☞ If the only other creature being destroyed is not making a deathblow attack (either due to the Daze ability

or because you choose not to make the attack for some reason), the creature with Follower may not make a

deathblow attack either.

: Daze—Target local enemy doesn’t get a deathblow this phase.

Gain Enrage

Virtuous Maiden

: Gain Enrage 1—Until end of turn, this creature has “Enrage 1—Your local and adjacent allies

have +1 power.”

☞ The Gain Enrage ability actually grants the Enrage ability to the creature for the turn. Any ally local or

adjacent to the creature with the Gain Enrage ability will have +1 power, regardless of whether the ally was

local or adjacent to the creature when the ability was activated.

Grave Harvest

Marian, Bound to Pain

Unique Marian

Grave Harvest—Whenever a local or adjacent Stitched ally is destroyed, put a different Stitched crea-

ture from your graveyard into your reserves.

☞ The Grave Harvest ability is not optional. If a local or adjacent Stitched ally is destroyed, you must place a

different Stitched creature from your graveyard into your reserves if possible.

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2.2. ABILITY-SPECIFIC NOTES 27

Haste Gambit

Angel of Sunrise

: Haste Gambit 2—You may have each opponent advance one turn on the victory track. If you do,

move each ally up to two cells.

☞ A creature is not an ally of itself. This means that the creature with the Haste Gambit ability will not move

itself when it comes into play.

☞ See “Moving creatures multiple cells” in the General Notes section.

Haunt Gambit

Crypt Worm

: Haunt Gambit 2—You may have each opponent advance one turn on the victory track. If you

do, move each enemy in target cell up to two cells.

☞ See “Abilities with an activation of ” and “Moving creatures multiple cells” in the General Notes section.

Lockdown

Lockjaw

: Lockdown—Creatures in target cell can’t move when their controller shifts this turn.

☞ The Lockdown ability affects all creatures in the cell, including your own.

☞ You may target an empty cell with the Lockdown ability.

☞ The Lockdown ability affects the cell itself, not the individual creatures in that cell. If a creature in a cell

under a Lockdown effect is moved out of the cell by means other than shifting, it may shift normally this turn.

If a creature is moved into a cell already under a Lockdown effect, that creature will not be able to shift out of

that cell this turn.

Mindstrike

Mangler

: Mindstrike 7—Choose target creature in an opponent’s reserves. Roll seven attack dice. If the

result is equal to or greater than the target creature’s life, put that creature in the opponent’s graveyard.

☞ The Mindstrike ability is not an attack, even though it requires you to roll attack dice. This means it will

not be affected by miniatures such as Darkheart Cottage or abilities such as Curse.

☞ Multiple Mindstrikes in the same phase are not cumulative.

Darkheart Cottage—For each unengaged creature you control, each attack your creatures make in

this cell has +1 power.

Curse 1—Whenever one or more local enemies attack, the enemies’ controller rerolls one die of your

choice.

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Parting Shot

Ogrol Ragelord

Parting Shot 7—Whenever this creature is disrupted and removed from its cell, it makes a 7-power

attack against the enemies that were local to it.

☞ Parting Shot is effectively a deathblow that triggers on disruption. When Parting Shot triggers, immediately

make a 7-power attack against the cell, just like you would if you were making a deathblow attack. Parting Shot

does not allow you to make separate attacks against each enemy in the cell.

☞ Parting Shot triggers immediately after the creature is disrupted and moved out of the cell, typically during

step 7 of combat.

☞ During step 7, the Parting Shot ability will trigger immediately after the creature is removed from the cell

by disruption. Resolve the attack before destroying or disrupting any other miniatures in step 7 or continuing

to step 8. See “combat timing” in the General Notes section.

Protect

Temple Lion

Protect—Local allies can’t be disrupted. If this creature is disrupted or destroyed, local allies can’t be

disrupted this phase.

☞ The second half of the Protect ability affects the individual creatures that were in the cell at the time

the creature with Protect was disrupted or destroyed. Creatures moving into that cell after that time will be

unaffected by the Protect ability.

☞ If a creature with the Bodyguard ability is under the effect of a Protect ability, you still only have to deal

damage equal to the Bodyguard’s defense in order to be able to assign damage to other creatures in that cell.

That damage would normally be enough to disrupt it, which satisfies the Bodyguard requirement.

☞ A Ferocity ability targeting a creature under the effect of a Protect ability will do nothing. Ferocity replaces

disruption with destruction, and since a Protected creature cannot be disrupted there is nothing for Ferocity to

replace.

☞ It is not possible to use a Dissipate ability on a creature if the creature is under the effect of a Protect ability.

If such a Dissipate ability is activated, the ability does nothing.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

: Dissipate—Target opponent disrupts this creature.

Rush

Naga Broodqueen

: Rush—You may move each ally in target cell one cell.

☞ The Rush ability is a “may” ability. One at a time, choose whether or not to move each ally and then move

that ally if you chose to do so. You may choose to move some allies but not others.

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2.2. ABILITY-SPECIFIC NOTES 29

Shadow

Silhouette

Shadow—This creature can’t be the target of abilities.

☞ A creature with the Shadow ability can still be affected by any ability that does not use the word “target.”

Targeting is never “implied” in any ability. If an ability does not specifically use the word “target”, then it is

unaffected by the Shadow ability.

☞ The Shadow ability is only active while the creature is in play. The creature can still be targeted when it’s in

the graveyard or reserves.

Slip

Bogillian

: Slip—If this creature is at the end of a row, move it to the other end of that row.

☞ When the Slip ability is activated, if the mini is in the extreme left or right column in the dreamscape, it

moves to the opposite end of the same row.

☞ You can’t break the four-creature stacking limit by using this ability. If you activate the ability and it would

move the creature into a cell that already contains four creatures you control, the ability does nothing.

Spur

Buzzclaw

: Spur—Choose an ally in the same cell as target enemy. Make an X-power attack against that

enemy, where X is the chosen ally’s power.

☞ When the Spur ability is activated, the creature with the Spur ability makes a special attack against the

targeted enemy. While the power of the attack is based on the power of the chosen ally, the chosen ally is not

actually attacking.

☞ The attack originates in the cell of the creature with the Spur ability, not the cell of the chosen ally.

☞ You must choose a target enemy when the Spur ability is activated. If that enemy is unengaged, you will not

be able to choose an ally and so there will be no attack. If you target an engaged enemy, you must choose an

ally in that cell and make the attack.

Torture

Citadel of Torture

Curse 1—Whenever one or more local enemies attack, the enemies’ controller rerolls one die of your

choice.

: Torture—Sacrifice a local ally. Gain spawn points equal to its spawn cost.

☞ Citadel of Torture’s Torture ability has an activation requirement of . This ability will not function if

you place the location in a cell that isn’t one of your six scoring cells. The Curse ability will still work whether

the Citadel is in a scoring cell or not.

☞ See “Abilities with an activation of ” in the General Notes section.

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Trample

Unsated Ragedrake

: Crit 3—Deal +3 damage this combat.

: Trample—If each local enemy has been assigned enough damage to disrupt or destroy it, you may

assign any extra damage to enemies in target adjacent cell.

☞ Trample only works during combat. If Trample is activated by an Edgemaker ability, the Trample ability will

do nothing.

☞ Trample only modifies damage assignment for the attack in which the ability was activated. In combat, this

means that Trample will only modify the way damage is assigned in step 4 of combat, which includes damage

from attack dice plus or minus modifiers from abilities such as Crit or Fumble. Trample does not interact in any

meaningful way with special attacks such as Warpstrike, Charge, or deathblows.

☞ The target adjacent cell is chosen when the blade is assigned to the Trample ability during step 3 of combat.

☞ The cell that the Trample ability looks at to determine whether damage can be assigned to the targeted cell

is the cell the creature with Trample is located in when damage is assigned during step 4 of combat.

☞ The Trample ability is an optional ability (it uses the word ’may’) and in no way prevents you from assigning

damage to the original combat cell. It offers an additional option for where to assign the damage. It doesn’t

restrict you from assigning damage to the combat cell.

☞ If there are no local enemies at the time damage is assigned (either because all enemies were moved out of

the cell by blade abilities or because the creature with Trample has been moved into an empty cell), all damage

in the cell may be assigned to enemies in the targeted cell.

☞ In order to assign damage to the targeted cell the creature with the Trample ability must be either in a cell

where all enemies have been assigned enough damage to be disrupted or destroyed, or in a cell that contains no

enemies.

☞ It is possible for the targeted cell to be adjacent to neither the original combat cell nor the creature with

Trample at the time damage is assigned.

: Edgemaker—Activate target local ally’s blade ability as if were assigned to it. (Abilities

that work only during combat can’t be activated with this ability.)

: Crit 2—Deal +2 damage this combat.

: Fumble 2—Deal −2 damage this combat.

: Warpstrike 5—Make a 5-power attack against target nonlocal enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Venom

Bad Kitty

: Venom 2—Assign 2 venom points to target local enemy. Each phase, if a creature is assigned

venom points equal to or greater than its spawn cost, destroy it.

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2.2. ABILITY-SPECIFIC NOTES 31

☞ Venom points are only tracked within a single phase. This effectively means that venom points clear at the

end of each phase.

☞ Venom points do not clear when a creature is disrupted.

☞ Multiple assignments of venom points during a single phase are cumulative.

☞ It is not possible to disrupt a creature using the Venom ability.

☞ Creatures destroyed by the Venom ability get deathblows as normal.

☞ Inside of combat, a creature that is assigned Venom points at least equal to its spawn cost is marked for

destruction during step 3 of the combat sequence. The creature is then destroyed during step 7 along with any

other creatures marked for destruction.

☞ Outside of combat, each time a creature is assigned Venom points, check it (and no other creatures) to see

if it will be destroyed due to Venom. A creature that receives Venom points at least equal to its spawn cost

outside of combat is destroyed immediately, just as a creature dealt damage equal to its life would be.

☞ Assigning a creature with the Bodyguard ability Venom points at least equal to its spawn cost will not satisfy

the Bodyguard requirement and allow you to assign damage to other creatures in the cell. The Bodyguard ability

only checks for damage at least equal to the creature’s defense or life, not Venom points.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

Vortex

Chaos Puppeteer

: Vortex—At the same time, move each creature in a noncentral key cell one cell clockwise around

the central key cell. (Abilities that trigger as a result of this movement do so after all the creatures

have moved.)

☞ The central key cell is the 2-point scoring cell for both players. The Vortex ability affects each of the other

eight key cells in the dreamscape.

☞ When the Vortex ability is activated, each creature in the eight noncentral key cells moves one cell clockwise

around the “ring” of noncentral key cells.

☞ The Vortex ability only moves creatures, not locations.

☞ After all creatures have moved, check for any abilities that triggered as a result of the movement. Currently

the only such abilities are Ambush and Charge. If the Ambush ability triggers, the creature with the Ambush

ability will make a 6-power attack on any creature that entered the cell at the same time it did. If the Charge

ability triggers, the creature with the Charge ability will make a 6-power attack against any creature in the

cell with it after the Vortex ability has resolved completely. Ambush and Charge will only trigger on creatures

moving with them, not creatures in cells ahead of or behind them in the movement.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

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Whisper Gambit

Cyclopean Sprite

: Whisper Gambit 6—You may have each opponent advance one turn on the scoring track. If you

do, banish enemies of your choice whose total spawn costs add up to or less.

☞ You may only banish creatures using the Whisper Gambit ability. Locations are not enemies.

☞ When you activate a Whisper Gambit 6 ability, you banish creatures whose spawn costs add up to a total of

6 or less, not every creature with a spawn cost of 6 or less.

☞ Spawn costs are the numeric portion of a miniature’s cost only. Spawn cost does not include the aspect

symbols that make up the miniature’s aspect cost.

2.3 Miniature-Specific Notes

Arch of Triumph

During your spawn phase, you may spawn creatures in this cell if there are no local enemies. (You can’t break

the stacking limit with this ability.)

☞ Spawning a creature into a cell using Arch of Triumph’s ability will not trigger abilities such as Charge and

Ambush. These abilities trigger on a creature entering a cell, and spawning into a cell is not considered to be

entering that cell.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Tower of Faces

: Warpstrike 7—Make a 7-power attack against target nonlocal enemy. (When your local creatures make a

regular attack, you can assign their blades to this location to activate this blade ability.)

☞ The Nullify ability only affects creatures. You will still be able to activate Tower of Faces’ Warpstrike ability

even if it is under the effect of a Nullify ability.

Nullify—Local creatures can’t use blade abilities.

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Chapter 3

Chrysotic Plague FAQ

3.1 General Notes

Exchanging miniatures

Multiple abilities can exchange multiple miniatures, either between cells in play or between zones.

: Mutation 6—You may exchange this creature with target creature in your reserves with spawn

cost or less.

Note that this information only applies to abilities that explicitly use the word “exchange.” This includes the

Swap ability from the base set and any abilities in future sets that use the word “exchange”.

☞ In an exchange, all miniatures move or change zones at the same time.

☞ It isn’t possible to exchange only one miniature. In order for the exchange to occur, all required miniatures

must be moving or changing zones. For example, if Akiza Champion’s Twin of Akiza Guardian ability is activated

without an Akiza Guardian in that player’s reserves, nothing will happen.

☞ An exchange that would violate the stacking limit is illegal and doesn’t happen. For example, if you control

four creatures in a cell and target three creatures using the Deathswarm Hiveling ability, the exchange fails (the

creature with Deathswarm Hiveling remains in play and all targets remain in the graveyard). EXCEPTION: If

you control five creatures in a cell and activate an ability that causes you to exchange one of those creatures for

another creature in play or in another zone, the exchange will still occur and you will still have five creatures in

that cell. This is a legal game state.

: Swap—You may exchange this creature’s position with target non-local ally.

: Twin of Akiza Guardian—You may exchange this creature with an Akiza Guardian in your

reserves.

: Deathswarm Hiveling 9—You may exchange this creature with target Hiveling creatures in

your graveyard with a combined spawn cost of or less.

Combining effects with an ampersand (“&”)

Two abilities in the Chrysotic Plague set use an ampersand (“&”) to connect two abilities into one larger ability

that is activated all at once.

33

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34 CHAPTER 3. CHRYSOTIC PLAGUE FAQ

: Crit 2 & Trample—Deal +2 damage this combat. If each local enemy has been assigned enough

damage to disrupt or destroy it, you may assign any extra damage to enemies in target adjacent cell.

☞ When an ability has two effects combined with an ampersand, resolve the effects in the order listed unless

otherwise specified.

☞ An ability that combines two effects with an ampersand is effectively causing you to activate two separate

abilities. When you activate such an ability, choose all targets for the first effect and resolve that effect. Then

choose all targets for the second effect and resolve that effect. This may allow you to choose the same target

multiple times for the same ability.

For example, you activate an Advance & Skirmish ability, choosing to resolve Skirmish first. Target an engaged

creature for the Skirmish effect, and move that creature. Then target an unengaged creature for the Advance

effect, and move that creature. If the first creature became unengaged after resolving the Skirmish effect, you

may choose the same creature again for the Advance effect.

: Advance & Skirmish—You may move target unengaged ally one cell and may move target

engaged ally one cell in either order.

3.2 Ability-Specific Notes

Blight

Toxic Sludger

Blight—Locations lose their abilities while they are local or adjacent to this creature.

☞ The Blight ability affects locations controlled by all players, including the controller of the creature with the

Blight ability.

Brainblast

Octorilla

: Brainblast 5—Make a separate 5-power attack against each nonlocal enemy in this column.

☞ If the Brainblast ability is activated, you must make an attack against each nonlocal enemy in the column.

You can’t skip over any creatures.

☞ The controller of the Brainblast ability may make the attacks in any order he or she chooses.

☞ If a creature is dealt damage at least equal to its defense or its life during the resolution of a Brainblast ability,

immediately disrupt or destroy it and then continue resolving the Brainblast ability.

☞ You may only attack a creature once with the Brainblast ability. If a creature is attacked and disrupted to

another cell in the same column, it is still the same creature so it may not be attacked again using that Brainblast

ability this phase.

Channel Hiveling

Queen Chrysota

Unique Chrysota

Channel Hiveling 1—Your Hivelings cost less to spawn.

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Hiveling Frenzy—Whenever one or more local or adjacent Hivelings attack, you may reroll all the

attack dice.

☞ The Channel Hiveling ability affects all miniatures with the Hiveling lineage, including locations.

☞ The Channel Hiveling ability only affects the normal act of spawning a miniature. It doesn’t affect any other

method of bringing a miniature into play (such as Baxar the Soulstitcher’s Call ability).

☞ The Channel Hiveling ability doesn’t modify the actual spawn cost printed on the miniature. It simply

modifies the cost you pay to spawn the miniature.

: Call—Put a creature with spawn cost from your graveyard into this cell.

Cleanse

Valkyrie Moonrider

Reinforce Valor—You may spawn this creature in any cell that contains a Valor ally.

: Cleanse—Remove target creature in an opponent’s graveyard from the game.

☞ A creature that is removed from the game doesn’t satisfy aspect costs for the miniatures its controller spawns.

☞ The Cleanse ability can only remove creatures from the game. It can’t affect locations.

Constrained

Caged Grawlth

Constrained—This creature can’t move into an empty cell when you shift.

☞ A creature with the Constrained ability can move into a cell that contains only a location and no creatures.

A cell that contains a location isn’t empty.

☞ A creature with the Constrained ability can be moved into an empty cell by means other than shifting, such

as Attract, Skirmish, or Scare.

: Attract—You may pull target ally one cell. (”Pulling” means moving a creature closer.)

: Skirmish—You may move target engaged ally one cell.

: Scare—You may push target unengaged enemy one cell (away from this creature).

Dampen

Backalley Skuntch

: Dampen 1—All creatures cost more to spawn.

☞ The Dampen ability affects the costs of all creatures that are spawned, including your own.

☞ The Dampen ability doesn’t affect the cost to spawn locations.

☞ The Dampen ability only affects the normal act of spawning a creature. It doesn’t affect any other method

of bringing a creature into play (such as Baxar the Soulstitcher’s Call ability).

☞ The Dampen ability doesn’t make it more expensive to activate a Respawn ability, even though the ability is

causing the creature to be spawned. This is because the Dampen ability modifies the cost to spawn a miniature,

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36 CHAPTER 3. CHRYSOTIC PLAGUE FAQ

not the cost to activate abilities, and Respawn allows you to spawn the creature without paying its cost.

☞ The Dampen ability doesn’t modify the actual spawn cost printed on the miniature. It simply modifies the

cost you pay to spawn the miniature.

: Call—Put a creature with spawn cost from your graveyard into this cell.

: Respawn—You may spawn this creature from your graveyard as if it were in your reserves without

paying its cost.

Death Cycle

Prince of Blades

: Death Cycle—Destroy target local creature with spawn cost . That creature’s controller may

put a creature with spawn cost or less from his or her reserves into the local cell.

☞ The Death Cycle ability has received errata. The new text is: : Death Cycle—Destroy target local

creature with spawn cost . That creature’s controller may put a creature with spawn cost or less from his

or her reserves into the local cell. When the creature is placed, ignore the stacking limit.

☞ The errata corrects how the Death Cycle ability works when the controller of the targeted creature controls

four creatures in that cell before putting a new creature into play. As printed, the creature’s controller would be

unable to bring another creature into play because that would violate the stacking limit.

☞ The first part of the Death Cycle ability is mandatory. If the ability is activated, you must target a creature

and destroy it if possible. The second part of the ability is optional, however. The controller of the targeted

creature may choose whether or not to put a new creature into play.

☞ Creatures targeted by a Death Cycle ability in combat aren’t destroyed immediately as the blade ability

resolves. The chosen creature will be “marked” for destruction in step 3 but not destroyed until creatures are

normally destroyed during step 7. This means that a creature destroyed by a Death Cycle ability may make a

deathblow if it’s entitled to one.

☞ The controller of the targeted creature puts the new creature into play immediately when the blade ability

resolves during step 3 of combat.

☞ The Death Cycle ability allows the stacking limit to be ignored when resolving the Death Cycle effect. This

can occur if the controller of the targeted creature already controls four creatures in the cell (including the

targeted creature) before putting a new creature into play. In this case, the cell will temporarily contain five

creatures under the same controller until the targeted creature is destroyed in step 7.

☞ The Death Cycle ability only allows the stacking limit to be ignored in this one specific case. It still applies

at all other times. For example, even though a cell contains five creatures due to Death Cycle, you cannot move

any other creatures into that cell. Once a creature leaves the cell (being destroyed by the Death Cycle ability,

for example), apply the stacking limit as normal.

☞ A creature being brought into play via the Death Cycle ability isn’t considered to be entering the cell it’s

being placed into since it’s being placed into that cell from a different zone of play. This means that abilities

such as Ambush and Charge won’t trigger.

☞ The Death Cycle ability may target any creature, not just an enemy. This means you can target your own

creatures if you wish. If you destroy one of your own creatures, neither player receives a conquest point for that

creature, but you do receive bonus spawn points for that creature as normal during your next spawn phase. Your

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3.2. ABILITY-SPECIFIC NOTES 37

creature won’t get to make a deathblow unless it has an ability that specifically allows it to do so, such as the

Last Gasp ability.

☞ If the targeted creature is unable to be destroyed (due to a Phantom ability, for example), this doesn’t affect

the resolution of the second part of the ability. That creature’s controller will get to put another creature into

play even though the targeted creature won’t be destroyed. If the targeted creature’s controller already controls

four creatures in the cell, they will still be able to bring another creature into play. In this situation, there may

be five creatures in the cell beyond step 7. This is a legal game state. Once a creature leaves the cell, apply the

stacking limit as normal.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Last Gasp—This creature can make a deathblow during any action phase. Phantom—Whenever this

creature attacks, local enemies can’t be destroyed this combat.

Deathblast

Hazardin Grenadier

Deathblast 4—Whenever this creature is put into your graveyard, make separate 4-power attacks

against each enemy that was local to it and destroy target location an opponent controls in that cell.

☞ The Deathblast ability works separately from and in addition to any deathblow attacks or other special

attacks.

☞ The Deathblast ability triggers once the creature has left play and is in the graveyard. This means that the

Deathblast attacks won’t benefit from any modifiers to the creature’s attacks that may have affected it when it

was in play, such as Darkheart Cottage.

☞ Inside of combat, if the creature with Deathblast gets a deathblow, that damage will be applied during step 6

and any damage from Deathblast will be applied during step 7. That damage will be evaluated all together the

next time damage is checked in step 5.

☞ The Deathblast ability isn’t optional. When a creature with the Deathblast ability leaves play and is placed

into the graveyard, you must make attacks against each enemy that was local to it and destroy a location in that

cell controlled by an opponent if possible.

☞ If you take control of a creature with the Deathblast ability using a Mindlock ability and the creature is

destroyed or otherwise goes to a graveyard while under your control, the Deathblast ability will not trigger

because the creature is not being put into your graveyard.

Darkheart Cottage—For each unengaged creature you control, each attack your creatures make in

this cell has +1 power.

: Mindlock—Take control of target local creature with spawn cost until end of turn. (You can’t

break the stacking limit with this ability.)

Deathform

Canis Horribilis

: Deathform 5—You may exchange this creature with target creature in your graveyard with spawn

cost or less.

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☞ A creature being brought into play via the Deathform ability isn’t considered to be entering the cell it’s being

placed into since it’s being placed into that cell from a different zone of play. This means that abilities such as

Ambush and Charge won’t trigger.

☞ A creature being put into the graveyard by a Deathform ability isn’t being destroyed, so neither player gets

conquest points or bonus spawn points.

☞ See “Exchanging miniatures” in the General Notes section.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy. Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack

against target enemy in that cell.

Deathrip

Slaughterwheel

: Deathrip—Choose a single-blade ability of target creature in your graveyard. Until end of phase,

this creature has that ability. Activate that ability as if were assigned to it.

☞ Slaughterwheel’s Deathrip ability and Drakesnail’s Deathrip Enemies ability have received errata. The

new text of the Deathrip ability is:

: Deathrip—Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until

end of phase, this creature has that ability. Activate that ability as if were assigned to it.

The new text of the Deathrip Enemies ability is:

: Deathrip Enemies—Choose a non-Deathrip single-blade ability of target creature in an opponent’s

graveyard. Until end of phase, this creature has that ability. Activate that ability as if were assigned

to it.

☞ This errata corrects a number of unintended combos with the Deathrip and Deathrip Enemies abilities that

allowed infinite loops to occur.

☞ A non-Deathrip ability is an ability that doesn’t have the word “Deathrip” in the name of the ability.

☞ You can target any creature in your graveyard using a Deathrip ability. If you choose a creature with no non-

Deathrip single-blade abilities, nothing will happen. If you choose a creature that has one or more non-Deathrip

single-blade abilities, you must choose an ability and activate it.

☞ Only single-blade abilities (abilities with the symbol) can be chosen for Deathrip. Double-blade and

multi-blade abilities can’t be chosen.

☞ Since the chosen ability is immediately activated by the Deathrip ability, it can’t be used again this combat.

However, since the creature keeps the ability until the end of the phase, the chosen ability may be used in later

combats as a normal single-blade ability.

☞ If the Deathrip ability is activated in multiple combats, a creature will have multiple Deathripped abilities.

You may choose the same ability multiple times for this purpose, and each is treated separately.

☞ A Deathripped ability isn’t a copied ability. This means that abilities such as Copy Enemies will copy

Deathripped blade abilities.

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3.2. ABILITY-SPECIFIC NOTES 39

☞ The Deathrip ability isn’t a combat ability, which means it can be activated by the Edgemaker ability. If

a combat-only ability is chosen and activated during the spawn phase in this way, it will have no effect. See

“Edgemaker” in the Baxar’s War FAQ for more information on combat-only abilities.

Copy Enemies—While there is a local enemy, this creature has the blade abilities of each local enemy.

: Edgemaker—Activate target local ally’s blade ability as if were assigned to it. (Abilities

that work only during combat can’t be activated with this ability.)

Deathwish

Lungthief Beetle

: Deathwish—Sacrifice this creature.

☞ A creature sacrificed to a Deathwish ability is put into the graveyard as soon as the blade ability resolves. It

doesn’t remain in play until step 7 of combat as destroyed miniatures do.

Exile

Thrice-Crowned Androgyne

: Exile—If target local enemy becomes disrupted this combat, you may place it in an occupied

nonlocal cell.

☞ Exile is an optional ability. If you target an enemy using an Exile ability, you may place the enemy in an

occupied cell or an unoccupied cell.

☞ If an enemy is targeted by your Exile ability and disrupted, but for some reason you don’t get to make

the choice as to where the creature is disrupted to (if the target is under the effect of a Rally Lost ability, for

example), then the Exile ability does nothing. The Exile ability doesn’t grant your opponent the option to choose

to disrupt the creature to an occupied cell.

☞ If you target an enemy using an Exile ability and it’s disrupted, you may place that creature in your portal

if it’s occupied.

☞ The Exile ability lasts until the end of combat. If the targeted creature is disrupted a second time before the

end of combat, the Exile ability still applies.

☞ If the Exile ability is used to disrupt a creature into a cell containing a creature with the Ambush ability

during step 7 of combat, the Ambush ability will trigger but the damage dealt as a result will immediately clear

during step 8. In essence, this means that the Ambush ability has no effect.

Rally Lost—Whenever a local or adjacent Lost ally is disrupted, you decide which empty cell it goes

to instead of your opponent. Ambush 6—Whenever an enemy enters this cell, this creature makes a

6-power attack against that enemy.

Flux Fortunate

Freakazoid

Flux Fortunate—Whenever this creature attacks, you may reroll up to X attack dice, where X is the

conquest-point value of the local cell.

☞ The conquest-point value of the local cell is the conquest-point value of the cell for you. If you control a

creature with the Flux Fortunate ability in a cell that is a scoring cell for your opponent only, then the value of

X will be zero and the Flux Fortunate ability will have no effect.

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Frightwave

Infernal Preacher

: Frightwave—Roll an initiative die. Push each enemy creature of that spawn cost or less one cell.

(”Pushing” means moving a creature away.)

☞ If activated, the Frightwave ability isn’t optional. One at a time, push each creature with spawn cost less

than or equal to the number rolled.

☞ The Frightwave ability affects all enemy creatures with the given spawn cost, whether they are engaged or

unengaged.

☞ You can’t break the stacking limit using the Frightwave ability. If each cell that you could push a creature

into already contains four enemy creatures, then that creature won’t move.

☞ You may move the creatures in any order. You can attempt to move a creature and fail due to the stacking

limit, even if pushing another enemy creature first would make a legal movement available for the first creature.

☞ When you choose to move a creature, you must move that creature if possible. For example, if there are two

possible cells to push a creature into but one of those cells already contains four enemy creatures, you must push

the creature into the other cell.

Gloom

Boogeyman

: Gloom—Move each creature one cell closer to its owner’s spawn row. Move the creatures closest

to the spawn row first. (You can’t break the stacking limit with this ability.)

: Expel—You may move target engaged enemy one cell.

☞ The movement for Gloom is mandatory. Each creature in play that isn’t in a spawn-row cell, including the

creature with the Gloom ability (if it was spawned into a non-spawn-row cell), will be moved one cell toward

its controller’s spawn row. The only thing that can prevent a creature from moving due to this ability is the

stacking limit.

☞ The only movement permitted by the Gloom ability is moving a creature a single cell towards its controller’s

spawn row within the same column. Creatures can’t be moved left or right using the Gloom ability.

☞ Creatures are moved in groups, and within each group the creatures are moved one at a time in any order,

determined by the controller of the Gloom ability. Both player’s creatures are moved in the same groups.

☞ The first group of creatures to be moved are creatures in the row adjacent to their controller’s spawn row. The

second group of creatures to be moved are creatures in the center row. The third group of creatures to be moved

are creatures in the row adjacent to their controller’s opponent’s spawn row. The fourth group of creatures to

be moved are creatures in their controller’s opponent’s spawn row.

Hiveling Frenzy

Queen Chrysota

Unique Chrysota

Channel Hiveling 1—Your Hivelings cost less to spawn.

Hiveling Frenzy—Whenever one or more local or adjacent Hivelings attack, you may reroll all the

attack dice.

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3.2. ABILITY-SPECIFIC NOTES 41

☞ The Hiveling Frenzy ability allows you to reroll all attack dice once for any attack where a local or adjacent

Hiveling is attacking. If you choose to use the ability, you must reroll all the attack dice, not just some of them,

and you don’t get to reroll the dice using the Hiveling Frenzy ability again for that attack. Rerolling all of the

attack dice includes rerolling dice contributed to the attack by creatures without the Hiveling lineage.

☞ Hiveling Frenzy will trigger for any attack made by a local or adjacent Hiveling, including strike attacks,

deathblows, and special attacks.

☞ If the Hiveling Frenzy ability triggers at the same time as a Curse ability or a Fortunate ability, then the

effects are simultaneous. Refer to the Abilities section of the Dreamblade rulebook for information on resolving

simultaneous effects.

☞ Even though Hiveling Frenzy refers to Hivelings and not Hivelings you control or Hiveling allies, you can’t

reroll your opponent’s attacks using this ability. You can’t reroll dice you didn’t roll in the first place.

Curse 1—Whenever one or more local enemies attack, the enemies’ controller rerolls one die of your

choice.

Fortunate 2—Whenever this creature attacks, reroll up to 2 dice.

Hiveling Swarm

Spine Bug

Hiveling Swarm—This creature’s power is equal to the number of local Hivelings you control.

☞ The Hiveling Swarm ability counts locations with the Hiveling lineage as well as Hiveling creatures.

Hivetunnel

Hiveling Overlord

: Hivetunnel—You may put this creature into a cell that contains a Hiveling ally.

: Venom Cloud 3—Assign 3 venom points to each local creature. Each phase, if a creature is

assigned venom points equal to or greater than its spawn cost, destroy it.

☞ A creature using the Hivetunnel ability is placed directly into the chosen cell. It doesn’t move through

intervening cells in order to get to the chosen cell.

☞ A creature using the Hivetunnel ability is entering the chosen cell, so abilities such as Ambush will trigger.

☞ A cell must contain a Hiveling ally in order to use the Hivetunnel ability to place a creature into that cell.

Locations aren’t allies, so you can’t use Hivetunnel to move to a cell that contains a location with the Hiveling

lineage unless there’s also a Hiveling ally in the cell.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Mimic

Swordstrider

Mimic—Whenever this creature is chosen as an attacker, its power that combat is equal to the power

of target local creature without Mimic.

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☞ When determining the power of a creature with Mimic, the power of the targeted creature at the time the

Mimic ability resolves (including any modifiers) becomes the base power of the creature for the duration of that

combat. Then apply any modifiers to the Mimic creature’s power.

For example, you control a Swordstrider (with Mimic), a Virtuous Maiden (with an activated Gain Enrage

ability), and a Nevret Screamtrooper (with a base power of 4), and attack with the Swordstrider, targeting

the Screamtrooper with Mimic. The current power of the Screamtrooper is 5 due to the Maiden’s Enrage ability,

which becomes the Swordstrider’s base power. The Swordstrider’s power is then increased to 6 by the Enrage

ability, and the Swordstrider attacks with a power of 6 this combat.

☞ The base power of the creature with Mimic is locked in for the remainder of combat when the Mimic ability

resolves. It won’t change if the targeted creature’s power changes.

☞ If a creature with Mimic makes a deathblow inside of combat, the Mimic ability will trigger.

☞ If a creature with Mimic makes a deathblow outside of combat, the Mimic ability will not trigger. Mimic is

a combat-only ability, since the ability defines the power of the creature for “that combat.”

☞ If you activate a Spur ability and choose a creature with Mimic as the ally, Mimic won’t trigger since the

creature with Mimic isn’t attacking. The Spur attack will use the current power of the creature. See “Spur” in

the Baxar’s War FAQ for more information on the Spur ability.

: Gain Enrage 1—Until end of turn, this creature has “Enrage 1—Your local and adjacent allies

have +1 power.”

: Spur—Choose an ally in the same cell as target enemy. Make an X-power attack against that

enemy, where X is the chosen ally’s power.

Mindlock

Aviax Cowboy

: Mindlock—Take control of target local creature with spawn cost until end of turn. (You can’t

break the stacking limit with this ability.)

☞ When you take control of a creature, you control it for all purposes for the duration of the effect. You may

move it when you shift, attack with it, count it toward satisfying aspect costs for miniatures you spawn, and so

forth.

☞ If you attempt to take control of an enemy creature when you already control four creatures in that cell, the

ability will do nothing since that would violate the stacking limit.

☞ If you take control of a creature and something causes it to go to your reserves or graveyard, it goes to its

owner’s reserves or graveyard instead.

☞ If you take control of a creature and your opponent destroys it, your opponent gets a conquest point and you

get bonus spawn points.

☞ If you take control of a creature that has a spawn ability that your opponent has already activated this turn,

you can’t activate that ability again. A spawn ability can only be activated once per turn, regardless of who

controls the creature.

☞ The Mindlock ability can only target creatures. You can’t take control of locations using this ability.

☞ If you take control of a creature that has an ability that exchanges miniatures between zones (such as the

Mutation or Deathform abilities) and you activate that ability, the exchange will not occur. In an exchange

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3.2. ABILITY-SPECIFIC NOTES 43

between zones, both miniatures must be entering and leaving the same two zones. In this case, the creature in

play would be returning to its owner’s reserves or graveyard, but a creature would be entering play from your

reserves or graveyard. Since the two miniatures are not going between the same two zones, the exchange can’t

happen.

☞ If you take control of a creature and at the end of the turn your opponent controls four creatures in the cell,

the creature will still revert to your opponent’s control. This will allow your opponent to control more than four

creatures in the same cell, and this is a legal game state.

: Mutation 6—You may exchange this creature with target creature in your reserves with spawn

cost or less.

: Deathform 5—You may exchange this creature with target creature in your graveyard with

spawn cost or less.

Mutation

Crazed Maenad

: Crit 2—Deal +2 damage this combat.

: Mutation 10—You may exchange this creature with target creature in your reserves with spawn

cost or less.

☞ A creature being brought into play via the Mutation ability isn’t considered to be entering the cell it’s being

placed into since it’s being placed into that cell from a different zone of play. This means that abilities such as

Ambush and Charge won’t trigger.

☞ See “Exchanging miniatures” in the General Notes section.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Petrify

Medusa

Unique Medusa

: Petrify—Target opponent chooses local creature he or she controls. Destroy that creature.

☞ Creatures chosen for destruction by the Petrify ability in combat aren’t destroyed immediately as the blade

ability resolves. The chosen creature will be “marked” for destruction in step 3 but not destroyed until creatures

are normally destroyed during step 7. This means that a creature destroyed by a Petrify ability may make a

deathblow if it’s entitled to one.

Phantom

Ghost of the Key

Phantom—Whenever this creature attacks, local enemies can’t be destroyed this combat.

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☞ The Phantom ability triggers when the creature with the ability is chosen as an attacker. Each enemy in the

cell at that time will be affected by the Phantom ability until the end of combat, even if they leave the combat

cell. Enemies entering the cell after that time will be unaffected. If the creature with Phantom is destroyed, the

ability remains in effect until the end of combat.

☞ If a creature with Phantom makes a deathblow inside of combat, the Phantom ability will trigger.

☞ If a creature with Phantom makes a deathblow outside of combat, the Phantom ability will not trigger.

Phantom is a combat-only ability, since the ability defines the power of the creature for “that combat.”

☞ Locations aren’t enemies, so they’re unaffected by the Phantom ability and can be destroyed as normal.

☞ Phantom works by preventing creatures from being marked for destruction during the course of combat and

also by preventing those creatures from actually being destroyed. Preventing a creature from being marked for

destruction typically happens during step 5 of combat for destruction due to damage, but it can also happen at

other times, such as step 3 if a miniature is destroyed directly by a blade ability (such as Petrify). Preventing a

creature from being destroyed happens during step 7 of combat.

☞ The Phantom ability prevents destruction for any reason, including destruction due to damage, as well as

destruction due to abilities such as Death Cycle and Petrify. Sacrificing a creature is different from destroying

it, so creatures can still be sacrificed even if they’re under the effect of a Phantom ability.

☞ If a creature under the effect of a Phantom ability is dealt damage at least equal to both its defense and its

life, it must be disrupted. You can’t choose to destroy it and leave it in the cell.

☞ If a creature under the effect of a Phantom ability is dealt damage equal to its life but not its defense (if its

defense is currently higher than its life due to some effect), then it won’t be disrupted or destroyed. The damage

will remain on it until the end of the phase, and it may be destroyed or disrupted in a subsequent combat if it’s

no longer under a Phantom effect or its stats change.

☞ Both the Phantom ability and the Ferocity ability affect step 5 of combat. If a creature is under the effect of

both of these abilities and is dealt enough damage to disrupt it, the Phantom ability “wins” since it’s the ability

that says something can’t happen, and the creature will be disrupted. See “General Rules” in the Abilities

section of the Dreamblade rulebook.

☞ If a creature is under the effect of both a Phantom ability and a Protect ability, then it can’t be disrupted or

destroyed, no matter how much damage it receives. The damage will remain on it until the end of the phase,

and if the creature comes out from one of these effects before the end of the phase then it may be disrupted or

destroyed during a later combat.

: Petrify—Target opponent chooses local creature he or she controls. Destroy that creature.

: Death Cycle—Destroy target local creature with spawn cost . That creature’s controller

may put a creature with spawn cost or less from his or her reserves into the local cell. When the

creature is placed, ignore the stacking limit.

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

Protect—Local allies can’t be disrupted. If this creature is disrupted or destroyed, local allies can’t

be disrupted this phase.

Provoke

Borg Penitent

: Provoke—At the beginning of the opponent’s first action phase this turn, if there are local

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3.2. ABILITY-SPECIFIC NOTES 45

enemies, the opponent must strike during that action phase.

☞ In order to activate Borg Penitent’s Provoke ability, the creature must be in a scoring cell. After that time,

the ability will be active until the beginning of your opponent’s first action phase, even if the creature is no

longer in a scoring cell. No local enemies are needed in order to activate the Provoke ability.

☞ Check to see if there are local enemies at the beginning of your opponent’s first action phase, not when the

ability is activated. The enemies must be local to the creature with the Provoke ability, not the cell in which the

ability was activated.

☞ If the creature with the Provoke ability is destroyed or otherwise leaves play before the beginning of the

opponent’s first action phase, the ability will do nothing. If the creature somehow re-enters play before that

time, it’s treated as a new creature, and as such, the Provoke ability won’t be active.

☞ The Provoke ability forces your opponent to choose the strike action for their first action phase rather than

the shift action. It doesn’t force him or her to attack with any specific creatures or in any specific cells. Your

opponent may still choose in which cells to attack and with which creatures to attack in those cells. Choosing

to make no attacks at all is a legal choice.

Rally

Pearlthorn Dragon Knight

: Rally 2—You may move up to two target adjacent allies into this cell. (You can’t break the stacking

limit with this ability.)

☞ When you activate a Rally ability, choose all targets immediately. For example, for Rally 2, you would

immediately choose zero, one, or two adjacent allies.

☞ One at a time in any order you choose, move all targets into the cell. If a movement would break the stacking

limit, that movement doesn’t occur.

☞ If abilities trigger as a result of moving a creature (such as Ambush or Charge), immediately resolve that

ability. If one or more creatures are disrupted or destroyed as a result of that ability (typically by taking damage),

immediately disrupt or destroy the creature(s) and then continue resolving the movement ability.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Rejoinder

Akiza Champion

: Twin of Akiza Guardian—You may exchange this creature with an Akiza Guardian in your reserves.

Rejoinder 2—This creature’s power is equal to twice the number of local enemies.

☞ Locations aren’t enemies, so the Rejoinder ability won’t count enemy locations in determining the power of

the creature.

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Respawn

Gutsoup Golem

: Warpstrike 3—Make a 3-power attack against target nonlocal enemy.

: Respawn—You may spawn this creature from your graveyard as if it were in your reserves without

paying its cost.

☞ In all respects (except for paying costs and the miniature being in the graveyard), using a miniature’s Respawn

ability is the same as spawning it. For example, you can always Respawn a creature into your portal, even if

you already control four creatures in that cell.

☞ Abilities that modify the cost to spawn a miniature (such as Dampen and Channel) won’t affect the cost to

Respawn a miniature.

☞ The Respawn ability doesn’t modify the actual spawn cost printed on the miniature. It simply changes the

cost you pay to spawn the miniature.

: Dampen 1—All creatures cost more to spawn.

Channel Hiveling 1—Your Hivelings cost less to spawn.

Shapechange

Tattooed Squashbug

Shapechange—Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this creature

to spawn that creature here instead.

☞ If you choose to sacrifice a creature with Shapechange when spawning another creature, the new creature is

spawned directly into the cell where the creature with Shapechange was sacrificed, which means it won’t trigger

abilities such as Charge and Ambush. The new creature doesn’t enter play and then move to the new cell.

☞ The creature with Shapechange is sacrificed immediately before the spawned creature comes into play. This

means that if you spawn a creature with the Appease ability, you won’t be able to sacrifice the creature with

Shapechange to satisfy the Appease requirement.

: Appease—When this creature comes into play, sacrifice a creature.

Steadfast

Murderous Widow

Loner—This creature can’t attack with other creatures.

: Crit 1—Deal +1 damage this combat.

Steadfast—This creature takes no damage from deathblows.

☞ The Steadfast ability only prevents damage from actual deathblow attacks. Abilities such as Parting Shot

and Deathblast can still damage the creature, even though they function very much like deathblows.

Parting Shot 7—Whenever this creature is disrupted and removed from its cell, it makes a 7-power

attack against the enemies that were local to it.

Deathblast 4—Whenever this creature is put into your graveyard, make separate 4-power attacks

against each enemy that was local to it and destroy target location an opponent controls in that cell.

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Tantrum

Little Charmer

: Crit 5—Deal +5 damage this combat.

: Crit 3—Deal +3 damage this combat.

: Tantrum—Sacrifice a local creature.

☞ A creature sacrificed to a Tantrum ability is put into the graveyard as soon as the blade ability resolves. It

doesn’t remain in play until step 7 of combat as destroyed miniatures do.

☞ You can only sacrifice creatures you control. If the creature with Tantrum is the only creature you control in

that cell, you must sacrifice it.

Transpose Enemies

Probability Walker

: Transpose Enemies—Exchange the positions of two target enemies.

☞ The Transpose Enemies ability isn’t optional. If you assign a blade to the ability, you must exchange two

enemies if possible.

☞ You can target two enemies in the same cell using a Transpose Enemies ability. There will be no visible effect

from the ability if you do this.

☞ See “Exchanging miniatures” in the General Notes section.

Twin

Akiza Champion

: Twin of Akiza Guardian—You may exchange this creature with an Akiza Guardian in your reserves.

Rejoinder 2—This creature’s power is equal to twice the number of local enemies.

☞ A creature being brought into play via the Twin ability isn’t considered to be entering the cell it’s being

placed into since it’s being placed into that cell from a different zone of play. This means that abilities such as

Ambush won’t trigger.

☞ See “Exchanging miniatures” in the General Notes section.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Unmake

Arsonist

: Unmake—Banish target local or adjacent location that an opponent controls.

☞ The Unmake ability isn’t optional. If the ability is activated, you must banish a local or adjacent location

that is controlled by your opponent if possible.

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Venom Cloud

Hiveling Overlord

: Hivetunnel—You may put this creature into a cell that contains a Hiveling ally.

: Venom Cloud 3—Assign 3 venom points to each local creature. Each phase, if a creature is

assigned venom points equal to or greater than its spawn cost, destroy it.

☞ The Venom Cloud ability affects all local creatures, including your own, and including the creature with the

Venom Cloud ability.

☞ If you assign Venom points to your own creatures, your opponent makes decisions regarding destruction of

those creatures, such as the order in which the creatures will be destroyed.

War Cry

Aviax Firebrand

: War Cry—Choose a local or adjacent cell. Move each creature adjacent to that cell into that

cell. (You can’t break the stacking limit with this ability.)

☞ The War Cry ability isn’t optional. If activated, you must move as many creatures into the chosen cell as

possible until either no creatures remain to move or the stacking limit is reached. If you choose an adjacent cell,

the creature with the War Cry ability will move as well.

☞ One at a time in any order you choose, move each adjacent creature (both allies and enemies) into the chosen

cell. If a movement would break the stacking limit, that movement doesn’t occur.

☞ If abilities trigger as a result of moving a creature (such as Ambush or Charge), immediately resolve that

ability. If one or more creatures are disrupted or destroyed as a result of that ability (typically by taking damage),

immediately disrupt or destroy the creature(s) and then continue resolving the movement ability. If this occurs,

it may be possible to move more than four creatures with the same controller into the chosen cell because some

creatures have been disrupted or destroyed. Continue moving creatures into the cell until all adjacent creatures

have been moved or until the stacking limit is reached.

☞ You can only move a creature once using the War Cry ability. If a creature is disrupted after moving into the

chosen cell (by an Ambush ability, for example) and placed into an adjacent cell, it may not be moved again.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Wound Self

Buzzkill Clown

: Wound Self 5—This creature takes 5 damage. (When you damage your own creatures, the

opponent makes decisions about their disruption and destruction.)

☞ Another local creature having the Bodyguard ability won’t prevent a creature from dealing damage to itself

with Wound Self. The Bodyguard ability only prevents opponents from assigning damage to creatures without

the Bodyguard ability.

☞ If you assign damage to your own creatures, your opponent makes decisions regarding disruption and de-

struction of those creatures, such as which empty cell the creature will be disrupted to or the order in which

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3.3. MINIATURE-SPECIFIC NOTES 49

the creatures will be destroyed. This also means that your opponent receives a conquest point for the creature

being destroyed and you receive bonus spawn points as normal, because the game does not track which creature

or player dealt the damage.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

3.3 Miniature-Specific Notes

Baba Yaga’s Hut

At the beginning of the conquest phase, if you control more creatures in this cell than each opponent, your

creatures can claim this cell this turn. : Move this location one cell.

☞ There can’t be more than one location in a cell. If moving a location would cause there to be more than one

location in a cell, the movement doesn’t occur.

Chrysota’s Chapel

: Venom 4—Assign 4 venom points to target local enemy. If a creature is assigned venom points equal to or

greater than its spawn cost, destroy it.

: Venom 2

☞ Chrysota’s Chapel is a location with a lineage. This doesn’t make Chrysota’s Chapel a creature. Anything

that refers to Hivelings will count it, but anything that refers to Hiveling allies or enemies won’t. This means

that it will be affected by Queen Chrysota’s Channel Hiveling ability and will be counted for Spine Bug’s

Hiveling Swarm ability, but Hiveling Overlord can’t use its Hivetunnel ability to move to the Chapel’s cell

unless you also control a Hiveling creature in that cell.

☞ If Chrysota’s Chapel is under the effect of a Blight ability, it will still have its lineage. A lineage isn’t an

ability.

Channel Hiveling 1—Your Hivelings cost less to spawn.

Hiveling Swarm—This creature’s power is equal to the number of local Hivelings you control.

: Hivetunnel—You may put this creature into a cell that contains a Hiveling ally.

Blight—Locations lose their abilities while they are local or adjacent to this creature.

Drakesnail

: Deathrip Enemies—Choose a single-blade ability of target creature in an opponent’s graveyard. Until end

of phase, this creature has that ability. Activate that ability as if were assigned to it.

☞ Drakesnail’s Deathrip Enemies ability has received errata. The new text is:

: Deathrip Enemies—Choose a non-Deathrip single-blade ability of target creature in an opponent’s graveyard.

Until end of phase, this creature has that ability. Activate that ability as if were assigned to it.

☞ See “Deathrip” in the Ability-Specific Notes section for more information on this errata and the Deathrip

ability in general.

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Illuminati Pyramid

If this cell is a scoring cell for a player, its conquest-point value increases by 3 for that player.

☞ If placed in a cell that is a scoring cell for both players, the conquest-point value of the scoring cell increases

for both players, not just the controller of the Pyramid. For example, if Illuminati Pyramid is placed in the

center cell of the dreamscape, that cell becomes a 5-point scoring cell for both players.

☞ If placed in a cell that is a scoring cell for one player, the value of the scoring cell increases for that player

only. If placed in a cell that is a scoring cell for the opponent of the player who controls the Pyramid, the point

value will increase for the opponent and the controller will receive no benefit from the effect.

☞ Illuminati Pyramid will have no effect in a cell that isn’t a key cell. It doesn’t turn the cell into a scoring cell;

the cell must be a scoring cell already.

☞ Abilities that have a variable effect based on the conquest-point value of a cell (”Flux” abilities, such as Flux

Ward and Flux Fortunate) will count the value of the cell as modified by effects such as Illuminati Pyramid. For

example, a creature with the Flux Ward ability in the center cell of the dreamscape has +2 defense and +2 life.

If the center cell contains an Illuminati Pyramid (raising the conquest-point value to 5), the creature would have

+5 defense and +5 life.

: Flux Ward—This creature has +X defense and +X life, where X is the conquest-point value of

the local cell.

Flux Fortunate—Whenever this creature attacks, you may reroll up to X attack dice, where X is the

conquest-point value of the local cell.

Prince of Blades

: Death Cycle—Destroy target local creature with spawn cost . That creature’s controller may put a

creature with spawn cost or less from his or her reserves into the local cell.

☞ The Death Cycle ability has received errata. The new text is: : Death Cycle—Destroy target local

creature with spawn cost . That creature’s controller may put a creature with spawn cost or less from his

or her reserves into the local cell. When the creature is placed, ignore the stacking limit.

☞ See “Death Cycle” in the Ability-Specific Notes section for more information on this errata and the Death

Cycle ability in general.

Slaughterwheel

: Deathrip—Choose a single-blade ability of target creature in your graveyard. Until end of phase, this

creature has that ability. Activate that ability as if were assigned to it.

☞ Slaughterwheel’s Deathrip ability has received errata. The new text is:

: Deathrip—Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until end of

phase, this creature has that ability. Activate that ability as if were assigned to it.

☞ See “Deathrip” in the Ability-Specific Notes section for more information on this errata and the Deathrip

ability in general.

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3.3. MINIATURE-SPECIFIC NOTES 51

Tower of Unquenched Flame

: Whenever a player would skip his or her spawn phase, if that player controls a local creature, he or she

doesn’t skip his or her spawn phase this turn.

☞ Tower of Unquenched Flame’s ability will trigger immediately before the spawn phase would be skipped. If

there are no creatures local to the Tower at that time, the ability won’t trigger. It doesn’t check during the

initiative phase.

Warfang Keep

Local and adjacent enemies are worth +1 conquest point when destroyed.

☞ The extra conquest point is determined when the creature is destroyed. If the location leaves play or loses its

abilities before the conquest phase, the extra conquest point is still awarded.

☞ If a creature is local or adjacent to multiple Warfang Keeps at the time it’s destroyed, each will apply

separately. For example, a player controls two Warfang Keeps, one in either 1-point scoring cell. An enemy

creature destroyed in the center cell would be worth 3 conquest points instead of the normal 1 point.

☞ Warfang Keep only awards extra conquest points for destroying creatures. Destroying a location that is

adjacent to Warfang Keep will still only earn you one conquest point.

☞ If a creature with the Blight ability is local or adjacent to a Warfang Keep when it’s destroyed, the creature

with Blight will only be worth one conquest point. At the time the creature is destroyed, Warfang Keep doesn’t

have its ability, so no extra conquest point will be awarded.

Blight—Locations lose their abilities while they are local or adjacent to this creature.

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Chapter 4

Anvilborn FAQ

4.1 General Notes

“Anvilborn” (No-Aspect) Miniatures and Drive Abilities

☞ Eight miniatures in the Anvilborn set have no aspect. These “Anvilborn” creatures do not satisfy aspect costs

for other miniatures, and they have no aspect cost to be satisfied. Miniatures without aspect costs have black

bases.

☞ Each “Anvilborn” creature has a Drive ability that causes it to move at the beginning of your spawn phase.

Locus Drive is one example of such an ability.

Locus Drive—At the beginning of your spawn phase, move this creature one cell closer to the center

cell.

☞ The movement resulting from a Drive ability happens before any player can take any voluntary actions during

a spawn phase (including spawning miniatures and activating spawn abilities).

☞ If the creature with the Drive ability occupied a spawn-row cell at the beginning of the spawn phase, you still

can’t spawn there since that cell was occupied at the beginning of the phase. If it moved sideways along the

spawn row, you can spawn in the cell it moved into if that cell was empty at the start of your spawn phase.

☞ Multiple abilities triggering at the beginning of the same phase are simultaneous effects. See the Abilities

section of the Dreamblade rulebook for more information on resolving simultaneous effects.

☞ When resolving a Drive ability, first determine what miniature or cell the creature will be moving towards

(if applicable). For example, if you are resolving a Pursuit Drive ability, first determine which enemy in play

has the highest spawn cost. You must then move the creature if possible. For example, if there are two possible

cells to move a creature into but one of those cells already contains four creatures you control, you must move

the creature into the other cell. If it’s impossible to move a creature as the Drive ability requires (for example,

if your creature is instructed to move right one cell but it is in the rightmost cell of the dreamscape), then the

creature won’t move.

☞ A Drive ability will cause a creature to move even if that creature is engaged.

☞ A creature with a Drive ability can shift normally. A Drive ability doesn’t replace shifting, it’s an additional

movement ability.

53

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54 CHAPTER 4. ANVILBORN FAQ

Pursuit Drive—At the beginning of your spawn phase, move this creature one cell closer to the enemy

with the highest spawn cost.

Conquest Points

Several abilities in the Anvilborn set can manipulate conquest points outside of the conquest phase.

: Glory 2—Score +2 conquest points this turn.

☞ It is strongly recommended that each player keep track of all players’ conquest points (including all opponents’

points) on paper at all times.

Direction Words

Several abilities in the Anvilborn set instruct you to move a miniature in a specific direction.

Chaos Drive—At the beginning of your spawn phase, roll an initiative die. Move this creature one

cell forward (on a 1–2), right (3–4), or left (5–6).

☞ “Forward” means toward your opponent’s spawn row (or away from your spawn row, in the event that you

have more than one opponent on different sides of the dreamscape). “Left” and “right” are relative to the

miniature’s controller, facing the opponent’s spawn row.

Gaining Blades

Two abilities in the Anvilborn set can generate blades without rolling them on attack dice.

: Fracture 4—Target opponent disrupts this creature. Gain .

☞ Blades generated by an ability are the same as blades rolled on attack dice. If you gain blades during a regular

attack, they can be used to activate the blade abilities of your attacking creatures or local locations.

☞ If you gain blades outside of combat (by activating a Fracture ability using an Edgemaker ability, for example)

or during an attack on which blades can’t normally be used (such as a deathblow), the blades can’t be used.

: Edgemaker—Activate target local ally’s blade ability as if were assigned to it. (Abilities

that work only during combat can’t be activated with this ability.)

Highest / Lowest

Several abilities in the Anvilborn set refer to the creature with the highest power, the lowest life, or the highest

spawn cost.

Pursuit Drive—At the beginning of your spawn phase, move this creature one cell closer to the enemy

with the highest spawn cost.

☞ If there is a tie for the “highest” or “lowest” of anything, the player controlling the ability decides which

creature counts from among those tied. The same rule applies for any future ability referring to the least or most

regarding any miniature, player, etc.

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4.2. ABILITY-SPECIFIC NOTES 55

Regular and Special Attacks

Several abilities in the Anvilborn set refer to “regular” or “special” attacks.

Madhouse— : Whenever your creatures make a regular attack, if there are no enemies in this cell,

you may reroll X dice, where X is the conquest-point value of this cell.

☞ A regular attack is the attack that creatures make during step 2 of combat after being chosen as attackers.

(See the combat sequence in the Dreamblade FAQ for more information.) Regular attacks do not include attacks

that trigger on attacking, being attacked, or at any other point in combat. A special attack is any attack other

than a regular attack, which includes (but is not limited to) deathblows and attacks resulting from abilities (such

as Warpstrike, Deathblast, and Ambush).

: Warpstrike 4—Make a 4-power attack against target nonlocal enemy.

Deathblast 4—Whenever this creature is put into your graveyard, make separate 4-power attacks

against each enemy that was local to it and destroy target location an opponent controls in that cell.

Ambush 5—Whenever an enemy enters this cell, make a 5-power attack against that enemy.

4.2 Ability-Specific Notes

Ambition

Blind Envoy

Ambition 1—If this creature claims a scoring cell this turn, score +1 conquest point.

☞ The Ambition ability does not modify the conquest-point value of a scoring cell. It awards you conquest

points during the conquest phase in addition to conquest points awarded for claiming a scoring cell.

☞ The Ambition ability will only award you conquest points if the creature claims one of your six scoring cells.

A cell that is a scoring cell for your opponent but not for you doesn’t count.

☞ If you control a creature with the Dominate ability and a creature with the Ambition ability in a contested

scoring cell during the conquest phase, the creature with Dominate will claim the cell but the creature with

Ambition won’t, so you won’t score conquest points from the Ambition ability.

☞ If a creature with Ambition claims a contested scoring cell due to Baba Yaga’s Hut’s ability, you will score

conquest points from the Ambition ability because Baba Yaga’s Hut allows all of your creatures to claim the

cell.

☞ Since the conquest points from the Ambition ability are awarded as a direct result of the creature claiming a

scoring cell, an active Bloodtax ability will prevent the conquest points from being awarded.

Dominate—This creature claims scoring cells even when they’re contested.

Baba Yaga’s Hut—At the beginning of the conquest phase, if you control more creatures in this cell

than each opponent, your creatures can claim this cell this turn.

: Bloodtax—Players don’t score conquest points for claiming cells this turn.

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Bladestrike

Elite Gladiator

Bladestrike 6—Whenever this creature attacks, you may roll 6 fewer dice. If you do, deal +6 damage

and gain .

☞ In order to use the Bladestrike ability, you must be rolling at least the given number of dice on that attack.

For example, with a Bladestrike 6 ability you must be attacking with at least 6 dice in order to use the ability. If

you would be rolling fewer dice than that, you can’t choose to roll 6 fewer dice and so you can’t use the ability.

☞ The Bladestrike ability triggers on special attacks as well as regular attacks. This includes deathblow attacks.

If you choose to use the Bladestrike ability on a special attack, you won’t be able to use the blade, but you will

deal the given amount of damage.

Bloodtax

Bloodbound Skeever

: Bloodtax—Players don’t score conquest points for claiming cells this turn.

☞ The Bloodtax ability doesn’t stop creatures from claiming scoring cells, it prevents conquest points from being

awarded as a result of the scoring cells being claimed. This means that even abilities that allow a creature or

creatures to claim a cell when they normally wouldn’t be permitted to do so (such as the Dominate ability) will

not allow you to score conquest points for that cell.

☞ The Bloodtax ability also prevents conquest points from being awarded by abilities that directly trigger from

a creature claiming a scoring cell (such as the Ambition ability).

Dominate—This creature claims scoring cells even when they’re contested. Ambition 1—If this

creature claims a scoring cell this turn, score +1 conquest point.

Bloody Glory

Princess of Thorns

: Crit 3—Deal +3 damage this combat.

Bloody Glory 12·3—Whenever this creature attacks, if your creatures deal 12 or more damage that

combat, score +3 conquest points that turn.

☞ The Bloody Glory ability triggers on any attack made by the creature during combat. This includes regular

attacks as well as special attacks such as deathblows.

☞ The Bloody Glory ability checks the amount of damage dealt at the end of combat, during step 10 of the

combat sequence. See the combat sequence in the Dreamblade FAQ for more information.

☞ You will be able to score the conquest points if the condition is met even if the creature with the Bloody

Glory ability leaves play before step 10.

☞ All damage dealt by your creatures during combat will count towards the Bloody Glory ability. This includes

damage from regular attacks, modifiers such as Crit and Fumble, and all special attacks, including deathblows.

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4.2. ABILITY-SPECIFIC NOTES 57

Damage dealt by nonlocal creatures you control (such as damage from an Ambush ability in an adjacent cell) is

also included.

☞ Damage that is prevented is never dealt. This means that damage your creatures would deal that is prevented

by abilities such as Bodyguard and Steadfast isn’t dealt and won’t count towards Bloody Glory.

☞ Damage dealt directly by locations you control (Tower of Faces’ Warpstrike 7 ability, for example) won’t

count towards Bloody Glory. However, abilities on locations that add damage to a combat (such as Soulwash

Temple’s Crit 1 ability) are causing your creatures to deal more damage, so that damage will count towards

Bloody Glory.

: Crit 1—Deal +1 damage this combat. : Fumble 2—Deal -2 damage this combat. Ambush

5—Whenever an enemy enters this cell, make a 5-power attack against that enemy. Bodyguard—

Opponents may not assign damage to your local allies without Bodyguard until enough damage has

been assigned to disrupt or destroy each of your local creatures with Bodyguard. Steadfast—This

creature takes no damage from deathblows. : Warpstrike 7—Make a 7-power attack against

target nonlocal enemy.

Chaos Drive

Infernal Bomber

Chaos Drive—At the beginning of your spawn phase, roll an initiative die. Move this creature one cell

forward (on a 1–2), right (3–4), or left (5–6).

Tactics 1—Whenever a creature you control makes a non-deathblow special attack, roll one extra attack

die.

☞ See “Direction Words” in the General Notes section.

☞ The Chaos Drive ability does not trigger on your initiative roll during the initiative phase. At the beginning

of your spawn phase, roll another initiative die and use that result to determine the movement of the creature

with Chaos Drive.

☞ If you control multiple miniatures with the Chaos Drive ability, make the roll for each ability separately.

☞ The Nitro ability will not modify the result rolled for Chaos Drive.

: Nitro 7—Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.

Clone

Omen Locust

: Clone 1—Your Omen Locusts cost less to spawn this turn.

: Flanking 2—If you control more creatures in this cell than each opponent, deal +2 damage this

combat.

Triplicate—Your second and third Omen Locust miniatures don’t count toward your warband’s 16-

miniature limit.

☞ The Clone ability doesn’t modify the actual spawn cost printed on the miniature. It simply modifies the cost

you pay to spawn the miniature.

☞ Multiple instances of the Clone ability in a single spawn phase are cumulative. Assuming aspect costs are

satisfied, the first Omen Locust you spawn costs 5 spawn points, the second 4, the third 3, and so forth. In

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58 CHAPTER 4. ANVILBORN FAQ

sufficient numbers, this can reduce the cost to spawn your Omen Locusts to zero.

☞ The cost reduction from the Clone ability is cumulative with other abilities that reduce the cost to spawn a

miniature, such as the Channel Hiveling ability. For example, if you control an active Channel Hiveling ability,

the first Omen Locust you spawn will cost 4 spawn points, the second 3, and so forth.

Channel Hiveling 1—Your Hivelings cost less to spawn.

Curse

Foul Beetle

Curse 1—Whenever one or more local enemies attack, the enemies’ controller rerolls one die of your

choice.

☞ See “Curse” in the Baxar’s War FAQ for more information on the Curse ability.

Deathswarm Hiveling

Plaguebrood Larva

: Deathswarm Hiveling 9—You may exchange this creature with target creatures in your graveyard

with a combined spawn cost of or less.

☞ Plaguebrood Larva’s Deathswarm Hiveling ability has received errata. The new text is:

: Deathswarm Hiveling 9—You may exchange this creature with target Hiveling creatures in your

graveyard with a combined spawn cost of or less.

☞ The Hiveling lineage was accidentally left out of the ability text on Plaguebrood Larva. This errata restricts

the ability to Hiveling creatures only, as was intended.

☞ You may target any number of Hiveling creatures in your graveyard, as long as their combined spawn cost is

no greater than 9. Abilities that modify the cost to spawn a miniature (such as Dampen and Channel) don’t

change the spawn cost of that miniature.

☞ An exchange that would violate the stacking limit is illegal and doesn’t happen. For example, if you control

four creatures in a cell and target three creatures with the Deathswarm Hiveling ability, the exchange fails (the

creature with Deathswarm Hiveling remains in play and all targets remain in the graveyard).

☞ The Deathswarm Hiveling ability can only put creatures into play. Hiveling locations (such as Chrysota’s

Chapel) can’t be put into play via this ability.

☞ The rulings on exchanging miniatures have been updated to allow for more than two miniatures to be

exchanged at the same time. See “Exchanging miniatures” in the General Notes section of the Chrysotic Plague

FAQ for more information.

: Dampen 1—All creatures cost more to spawn.

Channel Hiveling 1—Your Hivelings cost less to spawn.

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4.2. ABILITY-SPECIFIC NOTES 59

Disarm

Zungar Shieldsworn

Disarm 4—Whenever an opponent chooses this cell for combat, target local enemy with spawn cost

or less can’t attack that combat.

☞ The Disarm ability triggers only during step 1 of combat, after an opponent chooses the cell for combat but

before they choose which creatures in that cell will be attacking. A special attack made at a different time

during combat (such as a deathblow attack made by an opponent’s creature while you’re striking in a cell) is not

considered “choosing a cell for combat” and won’t cause Disarm to trigger.

☞ The targeted enemy can’t make attacks of any kind for the duration of the combat. This includes deathblows

and other special attacks.

Double Venom

Toxic Sirroth

: Double Venom 2—Choose two different target local enemies. Assign 2 venom points to each target.

Each phase, if a creature is assigned venom points equal to or greater than its spawn cost, destroy it.

: Venom 1

☞ The Double Venom ability is not optional. If the ability is activated, you must choose two target local enemies

(if possible) and assign venom points to each.

☞ If there is only one legal target when you activate a Double Venom ability, then the ability will have only one

target and will do as much as possible. You can’t choose the same creature twice to assign the Venom points

twice. See the Abilities section of the Dreamblade FAQ for more information on choosing targets.

Duel

Femme Fatale

: Duel 4—If there are no allies and only one enemy in this cell, deal +4 damage this combat.

☞ In order to get the extra damage from a Duel ability, there must be no allies and exactly one enemy in the cell

when the ability resolves. If these conditions are not met when the ability resolves, the ability will do nothing.

☞ The number of local allies and enemies is only checked when the Duel ability resolves. If creatures move into

or out of the cell after the Duel ability has resolved, you will still get the extra damage.

☞ The Duel ability checks the number of allies and enemies in the cell the creature is located in when the ability

resolves, even if that cell isn’t the original combat cell.

Energize Bloodcut

Stormrider Shaman

: Energize Bloodcut 2—At the beginning of your spawn phase, gain +2 spawn points. These spawn

points can be spent only on spawning Bloodcut miniatures or on Bloodcut spawn abilities.

: Crit 3—Deal +3 damage this combat.

☞ You can spend other spawn points in addition to the points gained from the Energize Bloodcut ability to

spawn a Bloodcut miniature or activate a Bloodcut spawn ability with a cost greater than 2.

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Eternity

Soul Warden

Eternity—Your local creatures have “Regenerate—If this creature would be destroyed, banish it in-

stead.”

☞ The creature with the Eternity ability grants itself the Regenerate ability.

☞ If the creature with the Eternity ability leaves the cell for any reason, all creatures that were local to it

immediately lose the granted Regenerate ability. However, inside of combat, the ability will already have affected

the other creatures due to the way the Regenerate ability functions. If multiple creatures affected by the Eternity

ability would be disrupted or destroyed at the same time during step 7 of combat, all creatures that would be

destroyed are banished instead, regardless of the order in which those creatures are disrupted and/or destroyed.

See the Dreamblade FAQ for more information on the Regenerate ability.

Figment

Mr. Friend

Reinforce Madness—You may spawn this creature in any cell that contains a Madness ally.

Figment—At the end of each turn, banish this creature.

Flummox 2—Local enemies have “ : Fumble 2—Deal −2 damage this combat.”

☞ A creature with the Figment ability is banished at the end of the conquest phase each turn, after conquest

points have been totaled and the turn has been scored for a player or as a tie. This means that a creature with

the Figment ability can claim cells during the conquest phase.

☞ A creature must be in play in order to be banished. If the creature with the Figment ability isn’t in play at

the end of the turn, it won’t be returned to its owner’s reserves.

Fluctuate

Mobile Command

Pursuit Drive—At the beginning of your spawn phase, move this creature one cell closer to the enemy

with the highest spawn cost.

: Fluctuate—Roll an initiative die. If this cell is a scoring cell for a player, it’s worth that many

conquest points to that player instead this turn.

☞ The Nitro ability will not modify the result rolled for a Fluctuate ability.

☞ The Fluctuate ability replaces the conquest-point value of the cell entirely this turn. It does not add to or

subtract from the normal value.

☞ If multiple Fluctuate abilities are activated in the same scoring cell during the same turn, the one that resolved

most recently determines the value of the scoring cell.

☞ When determining the conquest-point value of a scoring cell, first apply abilities that set the value of that

cell, then apply abilities that increase or decrease the value of that cell. For example, if you activate a Fluctuate

ability in a scoring cell that contains an Illuminati Pyramid and roll a 3 for Fluctuate, the conquest-point

value of that cell will be 6 this turn.

☞ If used in a cell that is a scoring cell for both players, the conquest-point value of the scoring cell is changed

for both players, not just the controller of the Fluctuate ability. If used in a cell that is a scoring cell for one

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4.2. ABILITY-SPECIFIC NOTES 61

player, the value of the scoring cell changes for that player only. If used in a cell that isn’t a scoring cell for

either player, the ability will have no effect.

☞ Abilities that have a variable effect based on the conquest-point value of a cell (”Flux” abilities, such as Flux

Ward and Flux Fortunate) will count the value of the cell as modified by effects such as Fluctuate. For example,

a creature with the Flux Ward ability in the center cell of the dreamscape has +2 defense and +2 life. If either

player activated a Fluctuate ability in that cell and rolled a 1, the creature would have +1 defense and +1 life

instead.

: Nitro 7—Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.

: Flux Ward—This creature has +X defense and +X life, where X is the conquest-point value of

the local cell.

Flux Fortunate—Whenever this creature attacks, you may reroll up to X attack dice, where X is the

conquest-point value of the local cell.

Illuminati Pyramid—If this cell is a scoring cell for a player, its conquest-point value increases by 3

for that player.

Flummox

Mr. Friend

Reinforce Madness—You may spawn this creature in any cell that contains a Madness ally.

Figment—At the end of each turn, banish this creature.

Flummox 2—Local enemies have “ : Fumble 2—Deal −2 damage this combat.”

☞ The enemies local to the creature with the Flummox ability are constantly determined. If the creature with

Flummox leaves a cell, all enemies in that cell immediately lose the Fumble ability.

Fracture

Wicked Carriage

Swap Drive—At the beginning of your spawn phase, exchange this creature’s position with target

adjacent ally.

: Fracture 4—Target opponent disrupts this creature. Gain .

☞ When you activate a Fracture ability, the creature isn’t disrupted immediately. The creature is marked for

disruption and remains in the cell until step 7 of the combat sequence. Despite the fact that it is still in the cell

when deathblows are made, due to the way combat is structured it will effectively be able to ignore any damage

assigned to it due to a deathblow. See the combat sequence in the Dreamblade FAQ for more information.

☞ If you activate a creature’s Fracture ability, the targeted opponent must disrupt the creature. They may not

choose to leave the creature in the cell.

☞ You will still gain even if another effect such as Protect stops the creature from being disrupted.

☞ You may choose to activate Fracture using the Edgemaker ability. If you do, the creature with Fracture will

be disrupted, but you will not be able to use the blades. See “Gaining Blades” in the General Notes section.

Protect—Local allies can’t be disrupted. If this creature is disrupted or destroyed, local allies can’t

be disrupted this phase.

: Edgemaker—Activate target local ally’s blade ability as if were assigned to it. (Abilities

that work only during combat can’t be activated with this ability.)

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Grand Melee

Warmonger

Grand Melee—Whenever this creature makes a regular attack, it gains all the blade abilities of allies

in target adjacent cell and gets +X power, where X is the total power of allies in that cell. Damage

from this attack may be assigned to enemies in that cell.

☞ See “Regular and Special Attacks” in the General Notes section.

☞ The Grand Melee ability is a combat-only ability. It has an implied duration of “this combat,” which means

the blade abilities and power increase will only last until the end of combat in that cell.

☞ The Grand Melee ability triggers during step 1 of combat, after all attackers are chosen.

☞ If a creature with Grand Melee makes a regular attack with a creature with the Mimic ability, the abilities

are simultaneous and can be resolved in any order the attacking player chooses. See the Abilities section of the

Dreamblade rulebook for more information on resolving simultaneous effects.

☞ The creature with Grand Melee gains all abilities of allies in the targeted cell that can be activated by one or

more blades. This includes single-blade, double-blade, multiblade, and double-multiblade abilities.

☞ The creature with Grand Melee will gain all blade abilities of allies in the targeted cell, including abilities

granted by other effects, such as abilities copied by a Copy Enemies ability, the Fumble ability granted by a

Flummox ability, or an ability previously chosen for a Deathrip ability.

☞ Grand Melee’s power increase takes the current power of each creature in the targeted cell, including all

effects that may be modifying those creatures’ powers (such as Enrage). The creatures in the targeted cell aren’t

attacking, so abilities that change a creature’s power when it attacks (such as Mimic) won’t trigger.

☞ You can assign combat damage as you choose between the original combat cell and the targeted cell. You can

assign all damage to creatures in either cell, or you can split the damage between the two cells.

☞ Grand Melee only modifies damage assignment for the attack in which the ability was triggered. This means

that Grand Melee will only modify the way damage is assigned in step 4 of combat, which includes damage from

attack dice plus or minus modifiers from abilities such as Crit or Fumble.

Copy Enemies—While there is a local enemy, this creature has the blade abilities of each local enemy.

Flummox 2—Local enemies have “ : Fumble 2—Deal −2 damage this combat.”

: Deathrip—Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until

end of phase, this creature has that ability. Activate that ability as if were assigned to it.

Enrage 1—Your local and adjacent allies have +1 power.

Mimic—Whenever this creature is chosen as an attacker, its power that combat is equal to the power

of target local creature without Mimic.

: Crit 2—Deal +2 damage this combat.

Grave Crit

Carrion Hulk

: Corpsebuilt—Sacrifice this creature unless you put a creature from your reserves into your grave-

yard.

: Grave Crit—Deal +X damage this combat, where X is the number of creatures in your graveyard.

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4.2. ABILITY-SPECIFIC NOTES 63

☞ The amount of additional damage is determined as the Grave Crit ability resolves. Adding or removing

creatures after that time will not change the amount of additional damage.

☞ The Grave Crit ability only counts creatures in your graveyard. It doesn’t count locations.

Hellbred Crit

Nosferatix

: Battle Energize 1—Gain +1 spawn point at the beginning of your next spawn phase.

: Hellbred Crit 4—If there is a local or adjacent Hellbred ally, deal +4 damage this combat.

☞ The Hellbred Crit ability will only check for a local or adjacent Hellbred ally when it resolves. Even if all

Hellbred allies are moved away after the ability resolves, you will still have the extra damage to assign.

Hellthirsty

Demonic Dandy

Hellthirsty—When this creature attacks and no enemy is destroyed by the end of combat, if there are

no local or adjacent Hellbred, sacrifice this creature.

Reckless Hunger 2·4—Whenever this creature attacks, you may have your opponent score +2 conquest

points this turn. If you do, roll 4 extra attack dice this combat.

☞ Demonic Dandy’s Hellthirsty ability has received errata. The new text is:

Hellthirsty—When this creature attacks and no enemy is destroyed by the end of combat, if there are

no other local or adjacent Hellbred, sacrifice this creature.

☞ This errata allows the ability to trigger as intended. As printed, the Hellthirsty ability would be satisfied by

the Demonic Dandy, since a creature is always local to itself, and would never cause the creature to be sacrificed.

☞ The Hellthirsty ability will be satisfied by any other local or adjacent Hellbred, including locations and enemy

miniatures.

Intercept Drive

Mantlet

Intercept Drive—At the beginning of your spawn phase, move this creature one cell closer to the ally

with the lowest life.

Shadow Field—Your local creatures can’t be the target of abilities.

☞ See “Highest / Lowest” in the General Notes section.

Mass Wound

Lion Rampant

: Mass Wound 2—Deal 2 damage to each local enemy.

☞ The Mass Wound ability deals the damage directly to each local enemy as the ability resolves. It doesn’t add

power or dice to an attack.

☞ If Mass Wound is activated in a cell with an enemy with the Bodyguard ability, the enemies without Bodyguard

in that cell will not be damaged unless each enemy with Bodyguard in that cell is dealt enough damage to disrupt

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or destroy it when Mass Wound resolves. If the damage is not enough to disrupt or destroy the creature with

Bodyguard, the Bodyguard ability will prevent the damage to the other creatures in that cell. Note that the

creature with Bodyguard doesn’t take the damage it prevents, it simply prevents it from being assigned at all.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

Mighty Stride

Bast’s Handmaid

: Mighty Stride—If you control the creature with the highest power, you may move that creature

one cell.

☞ The Mighty Stride ability affects the creature with the highest power in the dreamscape, not just local to the

creature with Mighty Stride.

☞ See “Highest / Lowest” in the General Notes section.

Mind Mulch

Writhing Sorcerer

Mind Mulch 1—Whenever a miniature is put from the opponent’s reserves into his or her graveyard,

you gain +1 spawn point at the beginning of your next spawn phase.

: Unknow 5—Target opponent puts a creature of your choice with spawn cost or less from his

or her reserves into his or her graveyard.

☞ The Mind Mulch ability will trigger whenever a miniature is put into an opponent’s graveyard from his or her

reserves, no matter what effect or which player caused it to happen.

☞ You will still gain a spawn point at the beginning of your next spawn phase if the miniature that triggered

the Mind Mulch ability by going to the graveyard is removed from the graveyard before that spawn phase.

☞ You will still gain a spawn point at the beginning of your next spawn phase if the creature with the Mind

Mulch ability leaves play before that spawn phase.

Mindcrit

Brainghast

: Mindcrit 3—If you have more miniatures in your reserves than your opponent, deal +3 damage

this combat.

☞ The Mindcrit ability will only compare your reserves to your opponent’s when the ability resolves. If you

have more miniatures in your reserves than your opponent has in his or her reserves at that time, you will get

the extra damage, even if that condition is no longer true when the damage is assigned.

☞ The Mindcrit ability counts all miniatures in both players’ reserves, including locations.

☞ If you have more than one opponent, you choose which opponent to compare your reserves to as the ability

resolves.

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Mire

Bestial Silhouette

Shadow—This creature can’t be the target of abilities. : Mire—Creatures can’t move during spawn

phases.

☞ “Move” is defined as going from one cell in the dreamscape to another cell in the dreamscape. This means

that the Mire ability will stop abilities such as Swap, Teleport, Vortex, and the Drive abilities.

☞ An active Mire ability stops both players’ creatures from moving during both players’ spawn phases, not just

the controller’s creatures or the creatures controlled by the player whose spawn phase it is.

☞ The Mire ability will not stop a player from spawning creatures, even if that creature is being spawned into

a non-spawn-row cell (by a Reinforce or Shapechange ability, for instance).

☞ The Mire ability will not stop a creature from changing zones during the spawn phase (by a Twin ability, for

example).

☞ The Mire ability stops creatures from moving as a result of disruption during the spawn phase. Mire doesn’t

stop the disruption, just the movement resulting from that disruption, which means creatures can still be dis-

rupted and their damage will still clear, but they won’t move as a result.

☞ The Mire ability only prevents creatures from moving. Locations that have the capability to move (such as

Baba Yaga’s Hut) can still move during the spawn phase.

☞ If a creature with the Mire ability enters a scoring cell during a spawn phase as a result of a movement ability

that moves multiple creatures (such as War Cry or Gloom), the Mire ability immediately becomes active and

the rest of that movement ability will do nothing. Abilities that move multiple creatures at the same time (such

as Vortex) are not affected by this since all creatures have moved when the creature with Mire enters the scoring

cell.

: Swap—You may exchange this creature’s position with target non-local ally.

: Teleport Ally—You may put target ally into target nonportal cell.

: Vortex—At the same time, move each creature in a noncentral key cell one cell clockwise around

the central key cell. (Abilities that trigger as a result of this movement do so after all the creatures

have moved.)

Blitz Drive—At the beginning of your spawn phase, move this creature one cell forward.

Reinforce Valor—You may spawn this creature in any cell that contains a Valor ally.

Shapechange—Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this crea-

ture to spawn that creature here instead.

: Twin of Akiza Guardian—You may exchange this creature with an Akiza Guardian in your

reserves.

: War Cry—Choose a local or adjacent cell. Move each creature adjacent to that cell into that

cell. (You can’t break the stacking limit with this ability.)

: Gloom—Move each creature one cell closer to its owner’s spawn row. Move the creatures closest

to the spawn row first. (You can’t break the stacking limit with this ability.)

Missile

Hunter-Killer

Swap Drive—At the beginning of your spawn phase, exchange this creature’s position with target ad-

jacent ally.

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: Missile 10—Make a 10-power attack against target creature two cells away. (Don’t count diago-

nally.)

☞ You don’t need to target a creature two cells away in the same direction. For example, you may target a

creature one cell forward and one cell to the right. You can’t target a creature “one cell to the right and one cell

to the left,” though.

☞ You can target your own creature with the Missile ability if you so choose. If you assign damage to your

own creatures, your opponent makes decisions regarding disruption and destruction of those creatures, such as

which empty cell the creature will be disrupted to or the order in which the creatures will be destroyed. This

also means that your opponent receives a conquest point for the creature being destroyed and you receive bonus

spawn points as normal, because the game does not track which creature or player dealt the damage.

Nitro

Bonecarved Idol

Locus Drive—At the beginning of your spawn phase, move this creature one cell closer to the center

cell.

: Nitro 7—Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.

☞ The Nitro ability will affect a 1 rolled for initiative by either player, not just by the controller of the creature

with Nitro.

☞ A 1 affected by a Nitro ability is treated as a 7 for all purposes, including initiative result, determining skipped

spawn phases, and spawn points.

☞ The Nitro ability only modifies dice actually rolled for initiative during the initiative phase. It doesn’t affect

initiative dice rolled at other times, such as the initiative die rolled for the Fluctuate ability.

: Fluctuate—Roll an initiative die. If this cell is a scoring cell for a player, it’s worth that many

conquest points to that player instead this turn.

Pursuit Drive

Mobile Command

Pursuit Drive—At the beginning of your spawn phase, move this creature one cell closer to the enemy

with the highest spawn cost.

: Fluctuate—Roll an initiative die. If this cell is a scoring cell for a player, it’s worth that many

conquest points to that player instead this turn.

☞ See “Highest / Lowest” in the General Notes section.

Rage of One

Imaginary Fiend

Rage of One—If a local or adjacent ally attacks on its own, it gains “ : Ferocity—If target local

enemy becomes disrupted this combat, destroy it instead” until end of combat.

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4.2. ABILITY-SPECIFIC NOTES 67

☞ Rage of One is a combat-only ability. A creature attacking on its own outside of combat will not gain the

Ferocity ability.

☞ A creature is not its own ally, so the Rage of One ability won’t trigger if the creature with Rage of One attacks

on its own.

☞ A creature is only considered to be attacking on its own if it’s making a regular attack or deathblow attack

on its own. The Rage of One ability won’t trigger on non-deathblow special attacks.

Ragestrike

Lady of the Manor

Ragestrike 5·6—Whenever this creature attacks, you may roll 5 fewer attack dice. If you do, deal +6

damage.

☞ In order to use the Ragestrike ability, you must be rolling at least the given number of dice on that attack.

For example, with a Ragestrike 5·6 ability you must be rolling at least 5 dice in order to use the ability. If you

would be rolling fewer dice than that, you can’t choose to roll 5 fewer dice and so you can’t use the ability.

☞ The Ragestrike ability triggers on special attacks as well as regular attacks. This includes deathblow attacks.

Reckless Hunger

Demonic Dandy

Hellthirsty—When this creature attacks and no enemy is destroyed by the end of combat, if there are

no other local or adjacent Hellbred, sacrifice this creature.

Reckless Hunger 2·4—Whenever this creature attacks, you may have your opponent score +2 conquest

points this turn. If you do, roll 4 extra attack dice this combat.

☞ The Reckless Hunger ability has a duration of “this combat,” so it will not trigger on special attacks outside

of combat. It will trigger on special attacks inside of combat (such as deathblows) as well as regular attacks.

Shackle

Chain Master

Shackle 2—Whenever this creature is disrupted and removed from its cell, choose up to two target

enemies from that cell. Put those targets in the same cell as this creature. There can be no combat in

this cell this phase.

☞ The Shackle ability allows you choose “up to” the given number of targets when the ability triggers. You may

choose to target zero creatures.

☞ If a creature with Shackle is under the effect of a Ferocity ability and is disrupted, it will be destroyed instead

and Shackle will not trigger.

☞ If a creature with Shackle is the target of an Exile ability and is disrupted to an occupied cell, it can’t break

the stacking limit by bringing along enemies. For example, a creature with Shackle 2 is disrupted to an occupied

cell. If there are three enemies in that cell, you may move one enemy, but can’t move two; if there are four

enemies, you can’t move any. Even if no creatures are moved, there still can’t be combat in the cell into which

the creature with Shackle is disrupted.

☞ The Shackle ability only prevents future combat in the cell. It won’t undo combat that has already taken

place, and combat that has already taken place does not prevent a creature with Shackle from being disrupted

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to that cell.

☞ The Shackle ability prevents combat in a cell. Creatures can still make special attacks (such as Charge and

Ambush) in that cell this phase.

☞ In combat, if a creature with the Shackle ability is attacked immediately after being disrupted (by the Charge

ability of a creature targeted by the Shackle ability, for example), due to the way combat is structured the

creature will effectively be able to ignore any damage assigned to it by such an attack. See the combat sequence

in the Dreamblade FAQ for more information.

☞ Outside of combat, if a creature with the Shackle ability is attacked immediately after being disrupted (by

the Charge ability of a creature targeted by the Shackle ability, for example), immediately resolve the attack

and disrupt or destroy the creature with Shackle as appropriate. If the creature with Shackle is destroyed in

this way and another creature needs to be moved as a result of the Shackle ability, that creature moves to the

cell that was occupied by the creature with Shackle at the time it was destroyed. If the creature with Shackle is

disrupted in this way, the Shackle ability will immediately trigger and resolve again. If another creature needs

to be moved as a result of the initial Shackle ability, resolve the new Shackle ability completely, then move that

creature to the cell where the creature with Shackle is currently located.

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

: Exile—If target local enemy becomes disrupted this combat, you may place it in an occupied

nonlocal cell.

Charge 5—Whenever this creature enters an enemy-occupied cell, make a 5-power attack against

target local enemy.

Shadow Field

Mantlet

Intercept Drive—At the beginning of your spawn phase, move this creature one cell closer to the ally

with the lowest life.

Shadow Field—Your local creatures can’t be the target of abilities.

☞ The Shadow Field ability effectively grants the effect of a Shadow ability to each local creature you control.

See “Shadow” in the Baxar’s War FAQ for more information on the Shadow ability.

☞ Since a creature is local to itself, a creature with the Shadow Field ability is affected by its own ability.

☞ The creatures local to a creature with the Shadow Field ability are constantly determined. If the creature

with Shadow Field leaves a cell, all of your creatures in that cell immediately lose the benefit of the Shadow

Field ability.

Shadow—This creature can’t be the target of abilities.

Soul Harrow

Yazrael, Dreadfiend

Unique Yazrael

Soul Harrow—Enemy miniatures can’t be spawned in this column.

: Scare—You may push target unengaged enemy one cell. (”Pushing” means moving a creature

away.)

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4.2. ABILITY-SPECIFIC NOTES 69

☞ The Soul Harrow ability stops all opponents from spawning in any cell in the column, including the portal.

☞ The Soul Harrow ability prevents the spawning of locations as well as creatures.

☞ The Soul Harrow ability prevents all methods of spawning, including abilities that allow you to spawn a

creature in a non-spawn-row cell or from other zones. These include (but are not limited to) Arch of Triumph,

Reinforce, Respawn, and Shapechange. Soul Harrow doesn’t affect abilities that put miniatures into play without

spawning them, such as Call and Twin.

Arch of Triumph—During your spawn phase, you may spawn creatures in this cell if there are no

local enemies. (You can’t break the stacking limit with this ability.)

Reinforce Valor—You may spawn this creature in any cell that contains a Valor ally.

: Respawn—You may spawn this creature from your graveyard as if it were in your reserves without

paying its cost.

Shapechange—Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this crea-

ture to spawn that creature here instead.

: Call—Put a creature with spawn cost from your graveyard into this cell.

: Twin of Akiza Guardian—You may exchange this creature with an Akiza Guardian in your

reserves.

Spark

Blademiller

Locus Drive—At the beginning of your spawn phase, move this creature one cell closer to the center

cell.

: Spark 3—Gain +3 spawn points. These spawn points can be spent only on spawn abilities.

☞ You can spend other spawn points in addition to the points gained from the Spark ability to activate a spawn

ability with a cost greater than 3.

Splat

Falling Man

Splat 5—At the end of each initiative phase, if a player would skip his or her spawn phase, you may

sacrifice this creature. If you do, make a separate 5-power attack against each local and adjacent

enemy.

☞ The Splat ability is optional. When it triggers, you may choose to not sacrifice the creature.

☞ The Splat ability doesn’t trigger until the end of the initiative phase, after the initiative result is fully

determined. Abilities such as Nitro 7 that change 1’s rolled for initiative will take effect before Splat would

trigger, thus preventing the Splat ability from triggering at all.

☞ The Splat ability doesn’t cause a player to not skip his or her spawn phase.

☞ The Splat ability will trigger even if only your opponent would skip his or her spawn phase and you would

not.

☞ The ability of Tower of Unquenched Flame doesn’t take effect until after the initiative phase, when a

player would take a spawn phase. This means that at the end of the initiative phase, a player with creatures

local to a Tower of Unquenched Flame is still considered to be skipping his or her spawn phase, so Splat will

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trigger. If the only creature you control local to the Tower is the creature with Splat and you choose to sacrifice

it during your initiative phase, you will skip your spawn phase as normal since you control no creatures local to

the Tower when you would take a spawn phase.

☞ The Energy Feed ability modifies the rule for skipping spawn phases when a 1 is rolled for initiative. If each

player controls a creature with an active Energy Feed ability, no player will skip a spawn phase, so Splat won’t

trigger.

☞ The attacks caused by the Splat ability occur once the creature has left play and is in the graveyard. This

means that the Splat attacks won’t benefit from any modifiers to the creature’s attacks that may have affected

it when it was in play, such as Darkheart Cottage.

☞ If you choose to use the Splat ability, you must make an attack against each local and adjacent enemy. You

can’t skip over any creatures.

☞ The controller of the Splat ability may make the attacks in any order he or she chooses.

☞ If a creature is dealt damage at least equal to its defense or its life during the resolution of a Splat ability,

immediately disrupt or destroy it and then continue resolving the Splat ability.

☞ You may only attack a creature once using the Splat ability. If a creature is attacked and disrupted to another

cell adjacent to the source of Splat, it is still the same creature so it may not be attacked again using that Splat

ability.

☞ Damage dealt by a Splat ability will clear at the end of the initiative phase.

: Nitro 7—Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.

Tower of Unquenched Flame— : Whenever a player would skip his or her spawn phase, if that

player controls a local creature, he or she doesn’t skip his or her spawn phase this turn.

: Energy Feed—You don’t skip your spawn phase when 1s are rolled for initiative.

Darkheart Cottage—For each unengaged creature you control, each attack your creatures make in

this cell has +1 power.

Spur

Abyssal Predator

Loner—This creature can’t attack with other creatures.

: Spur—Choose an ally in the same cell as target enemy. Make an X-power attack against that

enemy, where X is the chosen ally’s power.

☞ See “Spur” in the Baxar’s War FAQ for more information on the Spur ability.

☞ The creature with Spur makes the attack, not the chosen ally. This means that if the chosen creature has an

ability such as Bladestrike, Ragestrike, or Reckless Hunger, that ability will not trigger.

Bladestrike 6—Whenever this creature attacks, you may roll 6 fewer dice. If you do, deal +6 damage

and gain .

Ragestrike 5·6—Whenever this creature attacks, you may roll 5 fewer attack dice. If you do, deal

+6 damage.

Reckless Hunger 2·4—Whenever this creature attacks, you may have your opponent score +2 con-

quest points this turn. If you do, roll 4 extra attack dice this combat.

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Summon Hellbred

Infernal Screamer

: Summon Hellbred 9—Gain +9 spawn points. These spawn points can be spent only on spawning

a single Hellbred miniature.

☞ You can spend other spawn points in addition to the points gained from the Summon Hellbred ability to

spawn a Hellbred miniature with a cost greater than 9.

☞ If you choose to spawn a Hellbred miniature with a cost less than 9 using the points from a Summon Hellbred

ability, the extra points are wasted. You can’t use them to spawn additional miniatures.

Suppress

Soul Slicer

: Suppress—Choose target miniature in your opponent’s reserves. Miniatures with that name can’t

be spawned this turn.

☞ The Suppress ability affects both players. If you name a miniature that both you and your opponent have in

your reserves, neither player can spawn that miniature this turn.

☞ The Suppress ability only affects spawning. Abilities that bring miniatures into play by other means (such as

Call and Twin) are unaffected by Suppress.

☞ If you activate a Respawn ability on a miniature named for Suppress this turn, the Respawn ability will do

nothing, since the Respawn ability is still causing you to spawn the miniature.

: Call—Put a creature with spawn cost from your graveyard into this cell.

: Twin of Akiza Guardian—You may exchange this creature with an Akiza Guardian in your

reserves.

: Respawn—You may spawn this creature from your graveyard as if it were in your reserves without

paying its cost.

Tactics

Infernal Bomber

Chaos Drive—At the beginning of your spawn phase, roll an initiative die. Move this creature one cell

forward (on a 1–2), right (3–4), or left (5–6).

Tactics 1—Whenever a creature you control makes a non-deathblow special attack, roll one extra attack

die.

☞ See “Regular and Special Attacks” in the General Notes section.

☞ Multiple Tactics abilities are cumulative. For example, if you control two creatures with the Tactics 1 ability,

you’ll roll two extra dice on each non-deathblow special attack you make.

☞ The Tactics ability only triggers on attacks made by creatures you control. Attacks made by locations will

not trigger the Tactics ability.

☞ The Tactics ability won’t trigger on attacks made by creatures that aren’t in play (for example, Deathblast

attacks), because you don’t control creatures that aren’t in play.

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Teleport Ally

War Eagle

: Teleport Ally—You may put target ally into target nonportal cell.

☞ A creature can never target itself with its own Teleport Ally ability, since a creature is not its own ally.

Triplicate

Omen Locust

: Clone 1—Your Omen Locusts cost less to spawn this turn.

: Flanking 2—If you control more creatures in this cell than each opponent, deal +2 damage this

combat.

Triplicate—Your second and third Omen Locust miniatures don’t count toward your warband’s 16-

miniature limit.

☞ The Triplicate ability doesn’t change the three-copy limit rule for constructed play. In effect, this ability

allows you to have an 18-miniature warband if three of them are Omen Locusts, or a 17-miniature warband if

two of them are Omen Locusts.

☞ In limited (sealed-box and draft) tournament play, the three-copy limit rule doesn’t apply and you can have

as many of a single miniature in your warband as you receive. However, only the second and third Omen Locusts

won’t count towards your 16-miniature limit. Any additional Omen Locusts beyond the third count towards

your 16-miniature limit as normal.

☞ In two-booster sealed-box and draft tournament play, the Triplicate ability works the same way, except that

the second and third Omen Locust miniatures don’t count towards your warband’s 12-miniature limit.

4.3 Miniature-Specific Notes

Bloodtusk Throne

: At the beginning of each player’s spawn phase, if that player controls the local creature with the highest

power, then that player makes a 6-power attack against target engaged enemy.

☞ See “Highest / Lowest” in the General Notes section.

☞ Bloodtusk Throne only checks for the highest power among creatures local to it, not the highest power among

all creatures in play.

☞ If you control the creature with the highest power local to Bloodtusk Throne, you can target an engaged

enemy anywhere in the dreamscape. That enemy does not have to be local to Bloodtusk Throne.

Demonic Dandy

Hellthirsty—When this creature attacks and no enemy is destroyed by the end of combat, if there are no local or

adjacent Hellbred, sacrifice this creature. Reckless Hunger 2·4—Whenever this creature attacks, you may have

your opponent score +2 conquest points this turn. If you do, roll 4 extra attack dice this combat.

☞ Demonic Dandy’s Hellthirsty ability has received errata. The new text is:

Hellthirsty—When this creature attacks and no enemy is destroyed by the end of combat, if there are no other

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4.3. MINIATURE-SPECIFIC NOTES 73

local or adjacent Hellbred, sacrifice this creature.

☞ See “Hellthirsty” in the Ability-Specific Notes section for more information on this errata and the Hellthirsty

ability in general.

Madhouse

: Whenever your creatures make a regular attack, if there are no enemies in this cell, you may reroll X dice,

where X is the conquest-point value of this cell.

☞ See “Regular and Special Attacks” in the General Notes section.

☞ Madhouse’s ability will trigger as long as there are no enemies local to it, even if the attack is in a different

cell.

☞ Madhouse’s ability doesn’t say “up to,” which means it functions a bit differently than a Fortunate ability. If

you choose to reroll dice using the Madhouse ability, you must reroll X dice. You can’t choose to roll fewer than

X dice. If you’re rolling fewer than X dice on the attack (for example, if Madhouse is in your five-point scoring

cell and you’re rolling three dice), you may still use Madhouse’s effect but you must reroll all of the attack dice

if you do.

Fortunate 2—Whenever this creature attacks, reroll up to 2 dice.

Plaguebrood Larva

: Deathswarm Hiveling 9—You may exchange this creature with target creatures in your graveyard with a

combined spawn cost of or less.

☞ Plaguebrood Larva’s Deathswarm Hiveling ability has received errata. The new text is:

: Deathswarm Hiveling 9—You may exchange this creature with target Hiveling creatures in your graveyard

with a combined spawn cost of or less.

☞ See “Deathswarm Hiveling” in the Ability-Specific Notes section for more information on this errata and the

Deathswarm Hiveling ability in general.

Soulwash Temple

When you spawn this location in a cell, you may ignore the one-location stacking limit of that cell.

: Destroy target local location.

: Crit 1—Deal +1 damage this combat.

☞ The ability is not optional. If you spawn Soulwash Temple in a cell with no other location, you will be

required to target and destroy the Soulwash Temple.

☞ If you destroy your own location, you will get 2 bonus spawn points at the start of your next spawn phase.

No player scores a conquest point.

☞ If you destroy an opponent’s location, you will score 1 conquest point and the opponent will get 2 bonus

spawn points at the start of his or her next spawn phase.

☞ If you spawn a Soulwash Temple into a cell that contains a creature with the Blight ability, the Soulwash

Temple will lose its abilities before the ability triggers, so no location will be destroyed, which may leave

multiple locations in one cell. This is a legal game state.

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Blight—Locations lose their abilities while they are local or adjacent to this creature.

Unwishing Well

At the beginning of each player’s spawn phase, that player sacrifices a local creature.

☞ Unwishing Well’s ability resolves before any player can take any voluntary actions during a spawn phase

(including spawning miniatures and activating spawn abilities).

☞ Unwishing Well’s ability is controlled by the player who controls the Unwishing Well, regardless of whose

spawn phase it is.

☞ If multiple abilities trigger at the beginning of a phase (for example, Unwishing Well and a Blitz Drive ability),

they are simultaneous effects. See the Abilities section of the Dreamblade rulebook for more information on

resolving simultaneous effects.

Blitz Drive—At the beginning of your spawn phase, move this creature one cell forward.

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Chapter 5

Night Fusion FAQ

5.1 General Notes

Aspect symbol activation requirements

Several abilities in the Night Fusion set have an aspect symbol as an activation requirement.

, : Transpose Enemy/Ally—You may exchange the position of target enemy with target nonlocal ally.

☞ An ability with an aspect symbol as an activation requirement works only if there is a local ally of the indicated

aspect. Remember that an ally is defined as a creature—a location of the indicated aspect will not satisfy an

aspect symbol activation requirement. This activation requirement is very similar to the “score” activation

requirement.

Current cost

☞ A miniature’s current cost is the number of spawn points it would cost you to spawn that miniature given the

current game state, taking into account aspect cost and any effects that would increase or decrease the number

of spawn points you would pay to spawn that miniature.

☞ Abilities such as Dampen and Channel will modify a miniature’s current cost. For example, an active Dampen

1 ability will cause a creature with a cost of to have a current cost of 4.

☞ A miniature in play or in the graveyard will help satisfy its own aspect cost for purposes of determining

its current cost. For example, you have a Valor creature in play with a cost of , and no other Valor

miniatures in play or in your graveyard. That creature’s current cost is 9.

: Dampen 1—All creatures cost 1 more to spawn.

Channel Hiveling 1—Your Hivelings cost 1 less to spawn.

Dream lords

☞ Several creatures in the Night Fusion set have “Dream Lord” printed on their base and sticker. These creatures

are dream lords, and each has the Dream Lord ability.

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76 CHAPTER 5. NIGHT FUSION FAQ

☞ Dream Lord is a keyword ability that represents two abilities. “Dream Lord” means “Unique Dream Lord—

You can’t spawn this creature if you already control a creature with Unique Dream Lord” and “When this

creature is destroyed, you lose one victory point.”

☞ If you somehow control more than one dream lord, sacrifice all but one. See the definition of “Unique [NAME]”

in the Dreamblade rulebook.

☞ You only lose a victory point if your dream lord is destroyed. Sacrificing, banishing, removing from the game,

or any other means of leaving play will not cause the loss of a victory point.

☞ If you have no victory points when your dream lord is destroyed, you don’t lose a victory point. You can’t

have negative victory points.

Multiaspect miniatures

☞ 12 miniatures in the Night Fusion set have two aspects. They have two separate aspects in their aspect cost

to be satisfied, and satisfy aspect costs of other miniatures for both aspects. Multiaspect miniatures have gold

bases.

☞ Effects that look for miniatures of a specific aspect will count multiaspect miniatures that are that aspect.

For example, an Advance Madness ability could move an unengaged Master Puppet (a creature that is both Fear

and Madness).

☞ Something that can’t affect a particular aspect can’t affect a multiaspect miniature with that aspect. For

example, a Scare Nonfear ability can’t target a Skinbones (a creature that is both Fear and Passion), because

Skinbones is a Fear creature.

☞ A multiaspect creature in play or in your graveyard satisfies aspect costs of each aspect separately. For

example, a Sun Titan (a creature with an aspect cost of ) in play or in your graveyard will fully satisfy the

aspect cost of another Sun Titan that you would spawn.

: Advance Madness—You may move target unengaged Madness ally one cell.

: Scare Nonfear—You may push target unengaged nonfear enemy one cell. (”Pushing” means

moving a creature away.)

Shield abilities

Several abilities in the Night Fusion set have a new activation requirement represented by the shield icon: .

: Bodyguard—Opponents can’t assign damage to your local allies without Bodyguard until enough damage

has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

☞ If your opponent makes a regular attack and rolls more damage on the dice than the number of dice rolled,

choose one shield ability on a creature you control in that cell. That ability immediately triggers. You must

choose a shield ability if you control one in that cell.

☞ Step 2 of the combat sequence is being modified to allow shield abilities to function. The new wording of step

2 is:

2. Determine the total number of dice you will be rolling by taking the sum of the attacking creatures’ powers

and adding any relevant modifiers (e.g. Darkheart Cottage). Roll that many attack dice. Resolve all reroll

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5.2. ABILITY-SPECIFIC NOTES 77

abilities (e.g. Fortunate). Then resolve all other abilities that trigger on rolling attack dice (e.g. shield abilities).

☞ To determine if a shield ability triggers, compare the number of dice physically rolled to the amount of damage

physically showing on those dice (after resolving reroll abilities). Abilities that modify how much damage is dealt

without causing you to physically reroll the dice (such as Edged Fortune or Ragestrike) don’t affect whether

shield abilities trigger. Abilities that allow you to roll fewer dice (such as Ragestrike) are causing fewer dice to

be physically rolled, so the lesser number of dice is used to determine whether a shield ability triggers.

☞ Shield abilities that grant abilities to or change the stats of one or more miniatures last until the end of that

combat, not the end of the phase or turn.

Edged Fortune—Whenever this creature attacks, count each 1 as a .

Ragestrike 5·6—Whenever this creature attacks, you may roll 5 fewer attack dice. If you do, deal

+6 damage.

Victory points

☞ “Victory points” is a new term for “number of turns won.” At the end of each turn, the player with the most

conquest points wins the turn and gains one victory point. The first player to earn six victory points wins the

game.

☞ If a miniature says to “advance one turn on the victory track” or “advance one turn on the scoring track,”

it means to gain one victory point. Older miniatures that reference the victory track or scoring track are not

receiving errata—all of these terms are valid. Victory points, turns won, turns on the victory track, and turns

on the scoring track are equivalent terms that mean exactly the same thing.

5.2 Ability-Specific Notes

Advance All

Sir Wolven

Dream Lord

: Advance All—You may move any number of target unengaged allies one cell.

: Skirmish Local All—You may move any number of target local allies one cell.

☞ The Advance All ability can target any allies in play, not just local allies.

☞ To resolve the Advance All ability, first choose all the targets for the ability. Then choose one of the targeted

creatures, decide whether or not to move that creature, and move that creature if you chose to do so. Repeat

this process for each target.

Advance Self & Bomb 10

Sun Titan

: Advance Self & Bomb 10—If this creature is unengaged, you may move it one cell. Then sacrifice

it and deal 10 damage to each local enemy.

☞ If the Advance Self & Bomb 10 ability is activated, you may choose not to move the creature, but you must

sacrifice it and deal 10 damage to each local enemy. You can’t choose not to use the Bomb 10 part of the ability.

☞ See “Combining effects with an ampersand (”&”)” in the Chrysotic Plague FAQ.

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Alert

Zungar Wayfinder

: Alert 1—Add +1 to your initiative roll. (Abilities that alter initiative rolls don’t alter the number

of spawn points each player gets each turn, or whether the spawn phase is skipped.)

☞ The Alert ability is a static ability that adds +1 to your initiative roll for the purposes of determining initiative

result only. It doesn’t change the number of spawn points each player gets or whether the spawn phase is skipped.

☞ Example: Player A controls a Zungar Wayfinder in a scoring cell, and rolls 4 for initiative. Player B also rolls

4 for initiative. Player A goes first since Alert adds 1 to his initiative roll for determining initiative result. Both

players have 8 spawn points this turn.

☞ Example: Player C controls a Zungar Wayfinder in a scoring cell, and rolls 1 for initiative. Player D rolls 4

for initiative. Player D goes first, and the spawn phases are skipped this turn.

☞ Example: Player E controls a Zungar Wayfinder in a scoring cell, and rolls 3 for initiative. Player F rolls 4 for

initiative. The player with more victory points will go first this turn, and both players will have 7 spawn points.

If victory points are tied, both players must reroll.

☞ The Alert ability will modify all initiative rolls made in a turn, including all rerolls (such as rerolling due to

a tied roll or due to the Rewind ability).

☞ The Alert ability won’t modify rolls of initiative dice that aren’t actually initiative rolls, such as the die rolled

for a Fluctuate ability.

☞ A 1 rolled for initiative that is modified by an Alert ability is still a 1 for purposes of abilities that trigger

when a player rolls a 1, such as Energy Feed and Nitro.

☞ If a player controls an active Alert ability and the initiative roll is modified by a Nitro 7 ability, for purposes

of determining initiative result the player with the Alert ability has an initiative roll of 8.

☞ In a DCI-sanctioned tournament, the special initiative phase rule (which prevents players from rolling 1’s

on consecutive spawn phases) applies before rerolling due to tied initiative rolls. For example, in a sanctioned

tournament, if spawn was skipped last turn and victory points are tied, player A controls an active Alert ability

and rolls a 1, and player B rolls a 2, player A must reroll his or her 1 and player B should not reroll, even though

the initiative rolls are tied. See section 430 of the DCI Dreamblade Floor Rules for the special initiative phase

rule for tournaments.

Rewind—During the initiative phase, you may sacrifice this creature after both players have rolled

initiative. If you do, reroll your initiative and use the new result for all purposes.

: Fluctuate—Roll an initiative die. If this cell is a scoring cell for a player, it’s worth that many

conquest points to that player instead this turn.

: Energy Feed—You don’t skip your spawn phase when 1s are rolled for initiative.

: Nitro 7—Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.

Animate Dead

Death Chanter

: Animate Dead 3—Spawn a creature that has current cost or less from your graveyard as if it

were in your reserves without paying its cost.

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5.2. ABILITY-SPECIFIC NOTES 79

☞ See “Current cost” in the General Notes section.

☞ The Animate Dead ability triggers when the creature comes into play no matter how it came into play. This

means the ability can trigger outside of the spawn phase, and cause a creature to be spawned outside of the

spawn phase.

☞ Spawning a creature outside of your spawn phase will still cause “when you spawn” abilities (such as Ether-

dance or Valorborn Advance Self) to trigger.

Etherdance 3—Whenever you spawn a 3-power creature, if this creature is unengaged, you may move

it one cell.

Valorborn Advance Self—Whenever you spawn a Valor creature, if this creature is unengaged, you

may move it one cell.

Annihilate

Red Reaver

: Annihilate 5—Remove target local enemy with 5 life or less from the game. (An annihilated

creature doesn’t make a deathblow, generate bonus spawn points, or score conquest points.)

☞ A creature removed from the game by an Annihilate ability doesn’t get a deathblow, generate bonus spawn

points, score conquest points, or cause any ability that triggers on a creature being destroyed or going to the

graveyard to trigger.

☞ If the Annihilate ability is activated in combat, the target creature is removed from the game immediately as

the ability resolves during step 3. See the combat sequence in the Dreamblade FAQ for more information.

Blind Fury

Nightfire Giant

Blind Fury—Whenever this creature attacks, local enemies can’t be disrupted this combat.

: Crit 3—Deal +3 damage this combat.

☞ The Blind Fury ability triggers when the creature with the ability is chosen as an attacker. Each enemy in the

cell at that time will be affected by the Blind Fury ability until the end of combat, even if they leave the combat

cell. Enemies entering the cell after that time will be unaffected. If the creature with Blind Fury is destroyed,

the ability remains in effect until the end of combat.

☞ If a creature with Blind Fury makes a deathblow inside of combat, the Blind Fury ability will trigger.

☞ If a creature with Blind Fury makes a deathblow outside of combat, the Blind Fury ability will not trigger.

Blind Fury is a combat-only ability, since the ability defines the duration as “this combat.”

☞ Blind Fury works by preventing creatures from being marked for disruption during the course of combat and

also by preventing those creatures from actually being disrupted. Preventing a creature from being marked for

disruption typically happens during step 5 of combat for disruption due to damage, but it can also happen at

other times, such as step 3 if a miniature is disrupted directly by a blade ability (such as Dissipate). Preventing

a creature from being disrupted happens during step 7 of combat.

☞ The Blind Fury ability prevents disruption for any reason, including disruption due to damage, as well as

disruption due to abilities such as Dissipate and Fracture.

☞ If a creature under the effect of a Blind Fury ability is dealt damage at least equal to both its defense and its

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life, it must be destroyed. You can’t choose to disrupt it and leave it in the cell.

☞ If a creature under the effect of a Blind Fury ability is dealt damage equal to its defense but not its life, then

it won’t be disrupted or destroyed. The damage will remain on it until the end of the phase, and it may be

destroyed or disrupted in a subsequent combat if it’s no longer under a Blind Fury effect or its stats change. As

a result of this, it is very important to keep track of damage assigned to creatures under the effect of a Blind

Fury ability, since all creatures in play are checked for disruption or destruction during each combat, so creatures

assigned damage at least equal to their defense will be disrupted in a subsequent combat.

☞ A Ferocity ability targeting a creature under the effect of a Blind Fury ability will do nothing. Ferocity

replaces disruption with destruction, and since a creature affected by Blind Fury can’t be disrupted there is

nothing for Ferocity to replace.

☞ If an effect requires you to deal enough damage to a creature to disrupt it and that creature is under the effect

of a Blind Fury ability, you only have to deal damage equal to the creature’s defense to satisfy the requirement.

Some examples of such an effect are Bodyguard and Trample.

☞ If a creature is under the effect of both a Blind Fury ability and a Phantom ability, then it can’t be disrupted

or destroyed, no matter how much damage it receives. The damage will remain on it until the end of the phase,

and if the creature comes out from one of these effects before the end of the phase then it may be disrupted or

destroyed during a later combat.

: Dissipate—Target opponent disrupts this creature.

: Fracture 4—Target opponent disrupts this creature. Gain .

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

Bodyguard—Opponents can’t assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

: Trample—If each local enemy has been assigned enough damage to disrupt or destroy it, you

may assign any extra damage to enemies in target adjacent cell.

Phantom—Whenever this creature attacks, local enemies can’t be destroyed this combat.

Bloodletting

Blood Golem

: Bloodletting 4—During the conquest phase, if you destroyed more creatures than your opponent

this turn, score +4 conquest points.

☞ If you assigned damage to one of your own creatures and it was destroyed as a result, your opponent is

the player who destroyed that creature. See “Wound Self” in the Chrysotic Plague FAQ and “Missile” in the

Anvilborn FAQ for more information.

Bloodport

Kendra Vale

Dream Lord

: Bloodport—If this creature is unengaged, you may put it into target enemy-occupied cell.

: Trample—If each local enemy has been assigned enough damage to disrupt or destroy it, you may

assign any extra damage to enemies in target adjacent cell.

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5.2. ABILITY-SPECIFIC NOTES 81

☞ The Bloodport ability causes the creature with the ability to move, even if the creature isn’t being placed

into an adjacent cell. Abilities such as Ambush will trigger on this movement.

☞ The Bloodport ability targets the cell, not the creatures in the cell. This means that you can use Bloodport

to move a creature into a cell containing only enemies with the Shadow ability, for example.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Shadow—This creature can’t be the target of abilities.

Colonize

Nevret Flamer

: Colonize 3—This cell is worth 3 conquest points for you this turn if you claim it.

☞ If you activate a Colonize ability, only you get the benefit of the ability. If another player claims the cell this

turn, the cell is worth its normal conquest-point value for that player.

☞ The Colonize ability will work in any cell, even a cell that isn’t one of your six scoring cells.

☞ The Colonize ability doesn’t turn a cell into a scoring cell if it isn’t one already. Abilities with an activation

requirement of won’t work in such a cell, and abilities such as Fluctuate and Illuminati Pyramid won’t work

in such a cell.

☞ If the creature with the Colonize ability leaves play before the conquest phase, you still get the conquest

points from the Colonize ability.

☞ When determining the conquest-point value of a scoring cell, first apply abilities that set the value of that

cell, then apply abilities that increase or decrease the value of that cell. For example, if you activate a Colonize

ability in a scoring cell that contains an Illuminati Pyramid, the conquest-point value of that cell for you will be

6 this turn.

: Fluctuate—Roll an initiative die. If this cell is a scoring cell for a player, it’s worth that many

conquest points to that player instead this turn.

Illuminati Pyramid—If this cell is a scoring cell for a player, its conquest-point value increases by 3

for that player.

Dense Harvest

Soul Mine

: Dense Harvest—At the beginning of each player’s spawn phase, that player gains +1 spawn point

for each local ally.

☞ The Dense Harvest ability only counts creatures controlled by the controller of the miniature with the Dense

Harvest ability, even if it isn’t that player’s spawn phase.

Deny Victory

One-Man Army

Deny Victory—While this creature is in your opponent’s portal, that player can’t gain victory points.

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☞ A player under the effect of Deny Victory can still get conquest points and win turns—they just don’t gain

victory points for doing so.

☞ If you don’t win the turn, you don’t get a victory point, even if your opponent doesn’t get a victory point

either.

☞ If your opponent can’t gain victory points, they can’t be given victory points either. This means that while

the Gambit abilities from the Baxar’s War set can still be activated, they will have no effect as long as your

opponent is under the effect of a Deny Victory ability.

: Haste Gambit 2—You may have each opponent advance one turn on the victory track. If you

do, move each ally up to two cells.

Edged Fortune

Hog Fairy

Edged Fortune—Whenever this creature attacks, count each 1 as a .

: Swap—You may exchange this creature’s position with target nonlocal ally.

☞ The Edged Fortune ability causes each 1 rolled on the attack dice to become a blade instead of a 1.

☞ For the purposes of determining whether a shield ability triggers, each die affected by an Edged Fortune

ability is still treated as a 1.

☞ The Edged Fortune ability works on special attacks as well as regular attacks. If a creature with the Edged

Fortune ability makes a special attack, each 1 counts as a blade instead. Since blades can’t be used on special

attacks, this means that each 1 effectively becomes a miss.

Etherdance

Zungar Winddancer

Etherdance 3—Whenever you spawn a 3-power creature, if this creature is unengaged, you may move

it one cell.

Charge 5—Whenever this creature enters an enemy-occupied cell, make a 5-power attack against target

local enemy.

☞ The Etherdance ability only triggers when a 3-power creature is spawned. If a 3-power creature comes into

play without being spawned, Etherdance won’t trigger.

☞ The spawned creature’s power must be exactly 3 in order for Etherdance to trigger. If a creature comes into

play with exactly 3 power due to an ability (such as a 2-power creature coming into play under the effect of an

Enrage ability), Etherdance will trigger.

☞ If the creature with the Etherdance ability comes into play with exactly 3 power, Etherdance will trigger.

☞ If the creature with the Etherdance ability becomes unengaged after the ability triggers but before it would

be moved, then it may be moved.

Enrage 1—Your local and adjacent allies have +1 power.

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5.2. ABILITY-SPECIFIC NOTES 83

Expel & Scare

Scareclaw Skeleton

: Expel & Scare—You may move target engaged enemy one cell. Then you may push target

unengaged enemy one cell. (”Pushing” means moving a creature away.)

☞ When resolving an effect that involves two abilities combined with an ampersand, resolve the effects in the

order listed unless otherwise specified. Expel & Scare doesn’t specify, so you must resolve the abilities in the

order listed.

☞ You may target the same creature twice for this ability. See “Combining effects with an ampersand (”&”)”

in the Chrysotic Plague FAQ.

Indisruptable

Faceless Desperado

: Indisruptable—This creature can’t be disrupted.

: Transpose Madness/Valor—You may exchange the position of target Madness ally with target

Valor ally.

☞ Faceless Desperado’s Indisruptable ability only works as long as there is a local Valor ally. If Faceless

Desperado isn’t local to a Valor ally at any time, it immediately loses the Indisruptable ability. See “Aspect

symbol activation requirements” in the General Notes section.

☞ Indisruptable works by preventing the creature from being marked for disruption during the course of combat

and also by preventing that creature from actually being disrupted. Preventing a creature from being marked

for disruption typically happens during step 5 of combat for disruption due to damage, but it can also happen at

other times, such as step 3 if a miniature is disrupted directly by a blade ability (such as Dissipate or Fracture).

Preventing a creature from being disrupted happens during step 7 of combat or any time outside of combat.

☞ The Indisruptable ability prevents disruption for any reason, including disruption due to damage, as well as

disruption due to abilities such as Dissipate and Fracture.

☞ If a creature under the effect of an Indisruptable ability is dealt damage at least equal to both its defense and

its life, it must be destroyed. You can’t choose to disrupt it and leave it in the cell.

☞ If a creature under the effect of an Indisruptable ability is dealt damage equal to its defense but not its life,

then it won’t be disrupted or destroyed. The damage will remain on it until the end of the phase, and it may be

destroyed or disrupted in a subsequent combat if it’s no longer under an Indisruptable effect or its stats change.

☞ A Ferocity ability targeting a creature under the effect of an Indisruptable ability will do nothing. Ferocity

replaces disruption with destruction. Since a creature affected by Indisruptable can’t be disrupted there is

nothing for Ferocity to replace.

☞ If an effect requires you to deal enough damage to a creature to disrupt it and that creature is under the

effect of an Indisruptable ability, you only have to deal damage equal to the creature’s defense to satisfy the

requirement. Some examples of such an effect are Bodyguard and Trample.

☞ If a creature is under the effect of both an Indisruptable ability and a Phantom ability, then it can’t be

disrupted or destroyed, no matter how much damage it receives. The damage will remain on it until the end of

the phase, and if the creature comes out from one of these effects before the end of the phase then it may be

disrupted or destroyed during a later combat.

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: Dissipate—Target opponent disrupts this creature.

: Fracture 4—Target opponent disrupts this creature. Gain .

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

Bodyguard—Opponents can’t assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

: Trample—If each local enemy has been assigned enough damage to disrupt or destroy it, you

may assign any extra damage to enemies in target adjacent cell.

Phantom—Whenever this creature attacks, local enemies can’t be destroyed this combat.

Infest

Deathhead

: Infest 13—During the conquest phase, if you control at least one creature in each of your scoring

cells, score +13 conquest points.

☞ In order for the Infest ability to trigger, you need to control creatures in all six of your scoring cells. You

don’t need to claim those cells.

Insane Warpstrike

Tragicomic Gunslinger

: Insane Warpstrike—Make an X-power attack against target nonlocal enemy, where X is the number

of local Madness miniatures you control.

☞ When determining the value of X, count all of your local Madness miniatures, including locations and the

creature with Insane Warpstrike.

Intimidation

Demon Capo

: Intimidation—Move target unengaged enemy one cell closer to a Passion ally.

☞ If you control no Passion creatures, then there’s no creature to move the target closer to, and the ability will

have no effect.

Lead Valor

Knight of the Bronze Horn

: Lead Valor—If there are no local enemies, move this creature and up to one target local Valor ally

into target adjacent cell.

☞ You can choose not to target a local Valor ally. If you don’t target a Valor ally, the creature with the Lead

Valor ability will still be moved.

☞ If you target another creature, the two creatures can be moved in either order. You must move both creatures

if possible.

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Lure & Bomb 8

Deathwish Dragon

: Lure & Bomb 8—You may pull target unengaged enemy one cell. Then sacrifice this creature and

deal 8 damage to each local enemy. (”Pulling” means moving a creature closer.)

☞ If the Lure & Bomb 8 ability triggers, you may choose not to move the target creature, but you must sacrifice

the creature with Lure & Bomb 8 and deal 8 damage to each local enemy. You can’t choose not to use the Bomb

8 part of the ability.

Manifest

Stained-Glass Angel

Reinforce Valor—You may spawn this creature in any cell that contains a Valor ally.

Reserves, : Manifest—Spawn this creature in any cell that contains a Valor ally without paying

its cost. (Activate this ability only if this creature is in your reserves.)

☞ The “Reserves” activation requirement is satisfied as long as the creature with the ability is in your reserves.

In any other zone, this activation requirement isn’t satisfied, and the ability can’t be activated.

☞ Triple-blade abilities work the same way double-blade abilities do. To activate this ability, you must assign

three blades to it. You can’t assign one or two blades to this ability.

☞ If you have a creature with the Manifest ability in your reserves, you can assign three blades to the Manifest

ability. The Manifest ability works the same way as any other blade ability in terms of activation—you must

assign all blades, and if you assign three blades to a Manifest ability in your reserves, you must activate it. If

you have a creature with Manifest in your reserves, the Manifest ability is a part of every combat you conduct.

☞ While the ability can only be activated when it’s in your reserves, you can still assign blades to the ability

while it’s in play. Since the Reserves activation requirement isn’t met, the ability will have no effect.

☞ You can’t activate the Manifest ability twice in the same combat. However, if a creature leaves a zone and

re-enters that zone during the same combat, it’s a new object with a new blade ability, and that blade ability

may be activated again.

☞ If you activate the Manifest ability and you don’t control any Valor creatures or you already control four

creatures in each cell where you control a Valor creature, you can’t spawn the creature with Manifest.

☞ Spawning a creature outside of your spawn phase will still cause “when you spawn” abilities (such as Ether-

dance or Valorborn Advance Self) to trigger.

Etherdance 3—Whenever you spawn a 3-power creature, if this creature is unengaged, you may move

it one cell.

Valorborn Advance Self—Whenever you spawn a Valor creature, if this creature is unengaged, you

may move it one cell.

Mighty Valor Assault

Bristleback Basher

: Mighty Valor Assault—Make an X-power attack against target local enemy, where X is the power

of target local Valor ally.

☞ The attack is made by the creature with the Mighty Valor Assault ability, not the targeted ally.

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Offering Boon

Infernal Shrieker

Offering Boon 1—Whenever you sacrifice a creature, this creature has +1 power until end of turn.

☞ The Offering Boon ability doesn’t offer you an opportunity to sacrifice creatures. It triggers when creatures

are sacrificed as a result of other effects.

☞ If you sacrifice a creature during combat as the result of a blade ability, the creature’s power will increase

but it will have no immediate effect on the current combat since the attack dice have already been rolled. The

increase will apply to any future combats with that creature this turn.

Overpower

Angelstar Shrine Overpower 1—Your local and adjacent regular attacks deal +1 damage for each �

you roll.

☞ � is the empty diamond symbol on the attack die.

☞ Overpower doesn’t change the result of the die—it just adds damage to the combat in much the same way a Crit

ability would. Each empty diamond rolled causes Overpower to trigger and add 1 damage to the combat—the

empty diamonds don’t each become a 1.

: Crit 2—Deal +2 damage this combat.

Pacifist

Gibbering Giant

Pacifist—This creature can’t make regular attacks.

☞ A creature with the Pacifist ability can’t be declared as an attacker during step 1 of combat. It can only make

special attacks (such as deathblows).

Passionborn Assault

Bloodcut Champion

Passionborn Assault 4—Whenever you spawn a Passion creature, make a 4-power attack against target

local enemy.

Valorborn Advance Self—Whenever you spawn a Valor creature, if this creature is unengaged, you may

move it one cell.

☞ The Passionborn Assault ability only triggers when you spawn a Passion creature. A Passion creature that

comes into play under your control without being spawned won’t cause the ability to trigger.

☞ The attack is made by the creature with the Passionborn Assault ability, not the spawned creature that caused

the ability to trigger.

☞ If the creature with the Passionborn Assault ability is a Passion creature, it will cause its own ability to trigger

when it’s spawned.

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5.2. ABILITY-SPECIFIC NOTES 87

Reverse Purge

Triskelion

Fortunate All—Whenever this creature attacks, reroll any number of attack dice.

: Reverse Purge—Your opponent chooses a creature from your reserves. Put that creature into

your graveyard.

☞ The Reverse Purge ability can only put creatures from your reserves into your graveyard. Locations can’t be

chosen for this ability.

Rewind

Chronosphere

Rewind—During the initiative phase, you may sacrifice this creature after both players have rolled

initiative. If you do, reroll your initiative and use the new result for all purposes.

☞ Rewind is an activated ability. To activate the ability, sacrifice the creature with the Rewind ability. The

ability can only be activated during the initiative phase.

☞ The first initiative roll of the turn determines the first player. Abilities that change the initiative result after

that roll has been made (such as the Rewind ability) can change the first player.

☞ During a shared phase (the initiative phase or conquest phase), a system of priority is used to determine the

order in which players may take actions. At the beginning of a shared phase, any abilities that trigger at the

beginning of that phase resolve. Then the first player (the player who won initiative) gets priority. The player

with priority may activate an ability or take any other game action that they can legally take at that time, or

pass. If he or she activates an ability or performs another action, the player again receives priority; otherwise,

the next player in turn order receives priority. If all players pass in succession (that is, if all players pass without

taking any actions in between passing), any abilities that trigger at the end of the phase are resolved, then the

phase ends and the next one begins.

Riposte

Dualist

Bodyguard—Opponents can’t assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

Riposte—Whenever this creature is disrupted and put in another cell, you may move it one cell.

☞ The Riposte ability triggers immediately after the creature with the Riposte ability is placed into a new cell as

the result of being disrupted. The ability must be resolved before other creatures can be disrupted or destroyed.

This movement may change where other creatures can be disrupted to.

Skirmish Local All

Sir Wolven

Dream Lord

: Advance All—You may move any number of target unengaged allies one cell.

: Skirmish Local All—You may move any number of target local allies one cell.

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☞ Sir Wolven’s Skirmish Local All ability has received errata. The new text is:

: Skirmish Local All—You may move any number of target local engaged allies one cell.

☞ The word “engaged” was accidentally left out of the ability text on Sir Wolven. This errata corrects the

ability to match the intended functionality of Skirmish.

☞ To resolve the Skirmish Local All ability, first choose all the targets for the ability. Then choose one of the

targeted creatures, decide whether or not to move that creature, and move that creature if you chose to do so.

Repeat this process for each target.

Timely Betrayal

The Sweeper

Dream Lord

: Gravecrit—Deal +X damage this combat, where X is the number of creatures in your graveyard.

: Gravecrit

: Timely Betrayal—Sacrifice a local ally. If you do, damage can’t be assigned this combat.

☞ The Timely Betrayal ability isn’t optional. If it triggers, you must sacrifice a local ally if possible. The

creature with the Timely Betrayal ability can’t be sacrificed in this way.

☞ The Timely Betrayal ability prevents all damage that would be dealt for the remainder of the combat, including

the damage rolled on the regular attack, extra damage added to the combat by abilities, and damage from special

attacks made by any player.

☞ Combat still resolves normally even if a Timely Betrayal ability triggers. For example, blades must be assigned

to blade abilities during step 3 and those blade abilities resolve, all creatures in play are checked for disruption

and destruction during step 5, and end-of-combat triggers (such as Bloodthirsty) still trigger during step 10.

The only difference is that all damage is prevented for the duration of combat.

☞ Damage that is prevented isn’t dealt. Abilities that trigger on a damage being assigned or dealt don’t trigger

if a Timely Betrayal ability is in effect.

Bloodthirsty—If this creature attacks and no enemy is destroyed by the end of combat, sacrifice this

creature.

Valor Beacon

Ancient Valkyrie

: Valor Beacon—You may spawn a creature with an aspect cost that contains in this cell. That

creature costs less to spawn.

☞ The Valor Beacon ability can be used to spawn any creature with an aspect cost that contains at least two

Valor aspect symbols. Some examples of aspect costs that qualify for this are , , and .

☞ The cost reduction only applies if you spawn the creature into that cell as part of resolving the Valor Beacon

ability. You can’t activate Valor Beacon and then choose to spawn the creature in your portal at the reduced

cost (unless the creature with Valor Beacon is in your portal). If you’re prevented from spawning a creature into

that cell (because you already control four creatures in that cell, for example), you don’t get the cost reduction.

☞ The Shapechange ability can be used to change where the creature being spawned via Valor Beacon is spawned.

Since the creature is still being spawned as part of the Valor Beacon ability, you still get the cost reduction.

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5.3. MINIATURE-SPECIFIC NOTES 89

Shapechange—Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this crea-

ture to spawn that creature here instead.

Valorborn Advance Self

Bloodcut Champion

Passionborn Assault 4—Whenever you spawn a Passion creature, make a 4-power attack against target

local enemy.

Valorborn Advance Self—Whenever you spawn a Valor creature, if this creature is unengaged, you may

move it one cell.

☞ The Valorborn Advance Self ability only triggers when you spawn a Valor creature. A Valor creature that

comes into play under your control without being spawned won’t cause the ability to trigger.

☞ If the creature with Valorborn Advance Self is a Valor creature, it will cause its own ability to trigger when

it’s spawned.

☞ If the creature with the Valorborn Advance Self ability becomes unengaged after the ability triggers but before

it would be moved, then it may be moved.

Warpstrike All

Bliss

Dream Lord

, : Warpstrike All 5—Make a 5-power attack against any number of target nonlocal enemies.

Local Blight—Local locations lose their abilities.

☞ To resolve the Warpstrike All ability, first choose all the targets for the ability. Then choose one of the targeted

creatures and make an attack against that creature. Repeat this process for each target. Once the targets are

chosen, you must attack each creature targeted by the ability.

5.3 Miniature-Specific Notes

Armadillo Shieldbearer

: Bodyguard—Opponents can’t assign damage to your local allies without Bodyguard until enough damage

has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

: Crit 1—Deal +1 damage this combat.

☞ Armadillo Shieldbearer’s Bodyguard ability has an aspect-symbol activation requirement. As long as there

is a local Passion ally, the ability is active, whether you want it to be or not. If at any time there isn’t a local

Passion ally, the Bodyguard ability becomes inactive.

Sir Wolven

Dream Lord

: Advance All—You may move any number of target unengaged allies one cell.

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: Skirmish Local All—You may move any number of target local allies one cell.

☞ Sir Wolven’s Skirmish Local All ability has received errata. The new text is:

: Skirmish Local All—You may move any number of target local engaged allies one cell.

☞ See “Skirmish Local All” in the Ability-Specific Notes section for more information on this errata and the

Skirmish Local All ability in general.

Totem Lord

: Bodyguard—Opponents can’t assign damage to your local allies without Bodyguard until enough damage

has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

☞ Totem Lord’s Bodyguard ability lasts only until the end of combat, because it is a shield ability. See “Shield

abilities” in the General Notes section.

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Serrated Dawn FAQ

6.1 General Notes

Halo abilities

☞ Several creatures in the Serrated Dawn expansion have “Halo” abilities, which grant abilities to adjacent

allies.

Halo ( : Advance)—While this creature is unengaged, each adjacent ally has “ : Advance—You may move

target unengaged ally one cell.”

☞ Halo abilities only affect adjacent creatures. Local creatures are unaffected.

☞ Adjacent creatures only have the granted ability as long as the creature with Halo is adjacent to them and

unengaged. If a creature is no longer adjacent to the creature with Halo, it immediately loses the granted ability.

If a creature becomes adjacent to the creature with Halo, it immediately gains the granted ability. If the creature

with Halo becomes engaged, all adjacent creatures immediately lose the granted ability.

Multiaspect miniatures

☞ Something that can’t affect a particular aspect can’t affect a multiaspect miniature with that aspect. For

example, a Scare Nonfear ability can’t target a Skinbones (a creature that is both Fear and Passion), because

Skinbones is a Fear creature. (This information has been added to the section on multiaspect miniatures in the

Night Fusion FAQ.)

: Scare Nonfear—You may push target unengaged nonfear enemy one cell. (”Pushing” means

moving a creature away.)

Synergy abilities

☞ Several creatures in the Serrated Dawn expansion have “Synergy” abilities, which make it cheaper to spawn

the creature if a certain condition is met.

Location Synergy 3—If you control at least three locations, this creature costs less to spawn.

☞ A Synergy ability doesn’t change the printed spawn cost of a miniature. However, since a Synergy ability

does change the cost you pay to spawn a miniature, it can change that miniature’s current cost.

☞ A single Synergy ability can only reduce the cost once when you spawn a miniature. That ability doesn’t

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apply multiple times if the condition is met multiple times.

☞ If a miniature has multiple Synergy abilities, each applies separately.

6.2 Ability-Specific Notes

Appease & Crit 8

Queen Raven

Dream Lord

: Appease & Crit 8—Sacrifice a creature, then deal +8 damage this combat.

: Hell Spawn—If target local enemy is destroyed this combat, put a Hellbred with spawn cost X

from your reserves or your graveyard into this cell, where X is the destroyed creature’s spawn cost or

less. (You can’t break the stacking limit with this ability.)

☞ Both parts of the Appease & Crit 8 ability are mandatory. If the ability is activated, you must sacrifice a

creature, and you will deal +8 damage. If the creature with Appease & Crit 8 is the only creature you control,

you must sacrifice that creature.

☞ If you sacrifice the creature with the Appease & Crit 8 ability, you still get the damage.

Assisted Strike

Rat Woman

: Assisted Strike 3—If you control an adjacent unengaged ally, deal +3 damage this combat.

☞ The Assisted Strike ability only checks for an unengaged ally when the ability is activated. If your creatures

are moved later in combat so as to make the condition untrue, you still get the extra damage.

Conquest Synergy

Masquerade Man

Conquest Synergy 3—If you control creatures in at least three scoring cells, this creature costs less

to spawn.

Dominate—This creature claims scoring cells even when they’re contested.

☞ A scoring cell is one of the six key cells that you can claim for conquest points. A cell that is a scoring cell

for an opponent but not for you isn’t a scoring cell.

☞ In order to use the Conquest Synergy ability, you have to control creatures in three separate scoring cells.

Those creatures don’t need to be unengaged.

Darkheart

Birthing Frog

Darkheart—This creature’s power is equal to the number of its unengaged allies.

☞ The Darkheart ability only counts other creatures you control. It doesn’t count locations, and it doesn’t count

the creature with the Darkheart ability.

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6.2. ABILITY-SPECIFIC NOTES 93

Edged Crit

Cutterella

Edged Crit 2—Whenever a local creature you control activates a blade ability, deal +2 damage this

combat.

☞ A blade ability is any activated ability whose activation requirements include one or more blades. This

currently includes single-blade, double-blade, triple-blade, multiblade, and double-multiblade abilities.

☞ A blade ability is activated when all activation requirements are met and the ability takes effect. If you assign

one or more blades to an ability but other activation requirements (such as or an aspect symbol) aren’t met,

then the ability wasn’t activated and the Edged Crit ability won’t trigger.

☞ The Edged Crit ability triggers when any local creature you control activates a blade ability for any reason.

The creature with Edged Crit doesn’t need to be attacking in order for the ability to trigger.

☞ If you use a blade ability in the combat cell to move a creature with the Edged Crit ability into the combat

cell, Edged Crit won’t trigger on that blade ability being activated, but it will trigger on any subsequent blade

abilities activated during combat.

Fear-Edged Advance

Scarred Harbinger

Fear-Edged Advance—Whenever a local Fear creature you control activates a blade ability, you may

move target unengaged ally one cell.

☞ A blade ability is any activated ability whose activation requirements include one or more blades. This

currently includes single-blade, double-blade, triple-blade, multiblade, and double-multiblade abilities.

☞ A blade ability is activated when all activation requirements are met and the ability takes effect. If you assign

one or more blades to an ability but other activation requirements (such as or an aspect symbol) aren’t met,

then the ability wasn’t activated and the Fear-Edged Advance ability won’t trigger.

☞ If a blade ability is being activated by the Edgemaker ability, the creature with the blade ability is the one

activating the ability, not the creature with the Edgemaker ability. The same is true for any means of activating

a blade ability other than assigning it one or more blades during a regular attack.

☞ The Fear-Edged Advance ability triggers when any local Fear creature you control activates a blade ability

for any reason. The creature with Fear-Edged Advance doesn’t need to be attacking in order for the ability to

trigger.

☞ The Fear-Edged Advance ability resolves after the blade ability that triggered it has fully resolved.

☞ If you use a blade ability in the combat cell to move a creature with the Fear-Edged Advance ability into the

combat cell, Fear-Edged Advance won’t trigger on that blade ability being activated, but it will trigger on any

subsequent blade abilities activated during combat.

: Edgemaker—Activate target local ally’s blade ability as if were assigned to it. (Abilities

that work only during combat can’t be activated with this ability.)

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Halo (Fortunate 1)

Miss Innocence

Halo (Fortunate 1)—While this creature is unengaged, each adjacent ally has “Fortunate 1—Whenever

this creature attacks, reroll up to one die.”

☞ Multiple Fortunate abilities that trigger at the same time are simultaneous effects that resolve separately. For

example, two Fortunate 1 abilities allow you to re-roll one die, then re-roll one die. They don’t combine into a

single Fortunate 2 ability.

Inertia

Carnival Charger

Inertia—Damage can’t be assigned to local creatures during a shift phase.

☞ The Inertia ability affects all local creatures, not just yours.

☞ Attacks that would be made during a shift phase are still made, even if the damage can’t be assigned due to

an ability such as Inertia.

Lethal Glory

Faerie Dragon

Steadfast—This creature takes no damage from deathblows.

: Lethal Glory 2—Score +2 conquest points this turn for each enemy you destroy this combat.

☞ A single activation of the Lethal Glory ability will generate conquest points for each enemy destroyed during

the current combat. This includes nonlocal enemies.

☞ The Lethal Glory ability only counts enemy creatures that are destroyed. Enemy creatures that leave play

by any other means (such as by being banished, sacrificed, or removed from the game) won’t generate bonus

conquest points.

☞ If you activate two Lethal Glory abilities during a single combat, each will generate bonus conquest points.

For example, two Lethal Glory 2 abilities activated during one combat will generate a total of 4 bonus conquest

points for each destroyed enemy.

Longstride

Dragon Ambassador

Longstride—At the beginning of your shift phase, if this creature is unengaged, you may move it one

cell.

: Heroics 6—If you control fewer local creatures than target opponent, deal +6 damage this combat.

☞ The Longstride ability triggers immediately after you choose to shift for an action phase. If the condition is

met, the ability must be resolved before any creatures can be shifted.

☞ If you choose to shift for both of your action phases during a turn, the Longstride ability will trigger twice,

once at the beginning of each phase.

☞ If you choose to move a creature by using the Longstride ability, you may still shift that creature if it’s

unengaged.

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6.2. ABILITY-SPECIFIC NOTES 95

Monstrous Synergy

Serpopard

Monstrous Synergy 12—If you control at least one creature with spawn cost or more, this creature

costs 2 less to spawn.

: Crit 5—This creature deals +5 damage this combat.

☞ A creature’s spawn cost is the numeric part of that creature’s cost. For example, a creature with a cost of

has a spawn cost of .

☞ Abilities that modify the cost you pay to spawn a creature (such as Dampen) don’t change that creature’s

spawn cost. You must control a creature with a printed spawn cost of or higher in order to use the Monstrous

Synergy ability.

: Dampen 1—All creatures cost more to spawn.

Pacify

Skyshield Eagle

: Pacify—Damage can’t be assigned in target cell this turn.

: Protect—Local allies can’t be disrupted. If this creature is disrupted or destroyed, local allies

can’t be disrupted this phase.

☞ The Pacify ability prevents damage from being assigned to creatures in the cell. This includes all regular and

special attacks by any player as well as abilities that cause damage to be directly assigned to creatures (such as

Mass Wound or Bomb).

☞ The Pacify ability doesn’t prevent creatures in the targeted cell from assigning damage to creatures outside

of the cell (for example, by making a Warpstrike attack).

☞ The Pacify ability targets the cell and temporarily changes the rules for damage assignment in that cell. It

doesn’t target the creatures in the cell. This means that Pacify will affect the cell even if there are no creatures

in the cell at the time the ability resolves or if no creatures in the cell can be targeted.

☞ The Pacify ability doesn’t negate damage that was assigned before the ability resolved or prevent creatures

from being disrupted or destroyed for reasons other than having damage assigned to them (such as having the

defense or life stat lowered to the amount of damage already on the creature, or an ability such as Petrify or

Dissipate).

☞ The Pacify ability doesn’t stop attacks from happening in the cell; it just stops the damage from being assigned

as a result of those attacks. Any attacks in that cell are still made, and you can still conduct combat in a cell

and activate blade abilities.

: Mass Wound 2—Deal 2 damage to each local enemy.

: Bomb 4—Sacrifice this creature and deal 4 damage to each local enemy.

: Warpstrike 4—Make a 4-power attack against target nonlocal enemy.

: Petrify—Target opponent chooses local creature he or she controls. Destroy that creature.

: Dissipate—Target opponent disrupts this creature.

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Rampage

Candescent Warrior

Rampage—Whenever this creature makes a regular attack, if each local enemy is destroyed by the end

of combat, you may move this creature one cell.

: Ferocity—If target local enemy becomes disrupted this combat, destroy it instead.

☞ The Rampage ability initially triggers during step 1 of combat when the creature with Rampage is chosen as

an attacker. This sets up an end-of-combat triggered ability that will trigger during step 10 of combat.

☞ When the Rampage ability triggers during step 1 of combat, note which enemies are local to the creature at

that time. If those enemies are destroyed by any means before step 10 of combat, the end-of-combat trigger will

allow you to move the creature with Rampage one cell. This is functionally different from the Trample ability,

which only checks the position of enemies when damage is assigned during step 4.

☞ The creature with the Rampage ability doesn’t necessarily have to be unengaged at the end of combat in

order to be moved, as long as all enemies that were local to it during step 1 were destroyed.

☞ Moving the creature with the Rampage ability to an empty cell during the course of combat won’t allow the

creature to move as a result of the Rampage ability unless all creatures that were local to it during step 1 of

combat were destroyed.

☞ The enemies must be destroyed in order for the Rampage ability to move the creature. Causing those enemies

to be sacrificed, banished, removed from the game, or otherwise removed from play doesn’t count.

☞ If one of the enemies somehow leaves play (without being destroyed) and then returns to play before the end

of combat, it’s treated as a new creature. Even if this new creature is destroyed before the end of combat, it’s

not the same creature and won’t satisfy Rampage’s condition.

: Trample—If each local enemy has been assigned enough damage to disrupt or destroy it, you

may assign any extra damage to enemies in target adjacent cell.

Reinforce Battle

Steelborn Lioness

Bloodcut Synergy 3—If you control three or more Bloodcut in the dreamscape and/or in your graveyard,

this creature costs less to spawn.

Reinforce Battle—You may spawn this creature in any cell that contains an engaged creature.

: Crit 2—Deal +2 damage this combat.

☞ In a multiplayer game, it’s possible to spawn a creature with the Reinforce Battle ability into a cell where

you control no creatures, as long as at least two other opposing players control creatures in that cell.

Ripe

Demon Toad

: Ripe 2—When you sacrifice this creature, if it’s your spawn phase, gain +2 spawn points. Other-

wise, gain +2 spawn points at the beginning of your next spawn phase.

☞ The Ripe ability doesn’t actually allow you to sacrifice the creature. For the ability to trigger, you must have

another way to sacrifice the creature (for example, as a cost for activating the Torture ability or as a result of

an Appease ability), and the creature must be in a scoring cell immediately before it leaves play.

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6.2. ABILITY-SPECIFIC NOTES 97

: Torture—Sacrifice a local ally. Gain spawn points equal to its spawn cost. : Appease—

When this creature comes into play, sacrifice a creature.

Sacrificial Strike

Sun Slayer

Sacrificial Strike 8—When you sacrifice this creature, make an 8-power attack against target local

enemy.

☞ The Sacrificial Strike ability doesn’t actually allow you to sacrifice the creature. For the ability to trigger,

you must have another way to sacrifice the creature (for example, as a cost for activating the Torture ability or

as a result of an Appease ability).

☞ The attack from a Sacrificial Strike ability is made against one targeted enemy, unlike deathblows and abilities

such as Parting Shot.

☞ The creature is making the attack from the graveyard after it has already been sacrificed, so any effects that

would modify the power of the attack while the creature is in play (such as Darkheart Cottage) won’t modify

the power of a Sacrificial Strike attack.

☞ If a creature with the Sacrificial Strike ability is sacrificed as a result of a Timely Betrayal ability during

combat, the Timely Betrayal ability will resolve completely before the Sacrificial Strike attack is made. This

means that while the Sacrificial Strike attack is still made, the damage can’t be assigned to the targeted enemy.

: Torture—Sacrifice a local ally. Gain spawn points equal to its spawn cost.

: Appease—When this creature comes into play, sacrifice a creature.

Parting Shot 7—Whenever this creature is disrupted and removed from its cell, it makes a 7-power

attack against the enemies that were local to it.

Darkheart Cottage—For each unengaged creature you control, each attack your creatures make in

this cell has +1 power.

Shield: Timely Betrayal—Sacrifice a local ally. If you do, damage can’t be assigned this combat.

Toss

Grinder

: Toss 4—If target local enemy becomes disrupted this combat, you may put it into another occupied

cell. Make a 4-power attack against each other enemy in that cell. (You can’t break the stacking limit

with this ability.)

☞ The creature with the Toss ability is making the attacks, not the disrupted creature.

☞ The Toss attacks are made immediately after disrupting the creature, before any other creatures are disrupted

or destroyed.

☞ If you choose to use the Toss ability, the creature is disrupted directly to an occupied cell. It isn’t disrupted

to an empty cell and then moved into the occupied cell.

☞ The Toss ability allows you to disrupt a creature into any occupied cell, including cells that contain only your

creatures, or cells that contain only a location.

☞ If you target an enemy using a Toss ability and it’s disrupted, you may place that creature in your portal if

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it’s occupied.

☞ If you choose to disrupt a creature into an enemy-occupied cell using the Toss ability, you must make an

attack against each other enemy in the cell. You can’t skip over any enemies.

☞ The controller of the Toss ability makes the attacks in any order he or she chooses.

☞ Creatures dealt damage by the Toss ability won’t be disrupted or destroyed until after any other creatures

have been disrupted or destroyed and the combat sequence has looped back to step 5. See the combat sequence

in the Dreamblade FAQ for more information.

☞ If the Toss ability is used to disrupt a creature into a cell containing a creature with the Ambush ability

during step 7 of combat, the Ambush ability will trigger but the damage dealt as a result will immediately clear

during step 8. In essence, this means that the Ambush ability has no effect.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Unravel

Quicksilver Golem

: Unravel 4—Target local enemy has −4 defense this combat. (A creature’s defense can’t be less

than 1.)

☞ The minimum value for a creature’s defense is 1. If an effect would reduce a creature’s defense to a value less

than 1 after all calculations, that effect reduces it to 1 instead.

Web Breath

Webwing Dragon

Web Breath—Spawn abilities can’t be activated.

: Unravel 7—Target local enemy has −7 defense this combat. (A creature’s defense can’t be less

than 1.)

☞ A spawn ability is an activated ability that requires a spawn point payment to activate. This payment might

be or .

☞ The Web Breath ability doesn’t prevent you from spawning miniatures or using comes-into-play abilities

(abilities with the symbol).

☞ The Web Breath ability affects all players, and prevents them from activating all spawn abilities of all

miniatures they control, including locations.

Wish

Skatetrix

: Wish—Assign to one blade ability of each other creature you control that attacked this combat,

as long as you would be allowed to assign to it.

☞ The Wish ability is a group ability. See the Simultaneous Effects section in the Dreamblade FAQ for more

information on group abilities.

☞ To resolve a Wish ability, first choose a creature that attacked this combat, other than the creature with the

Wish ability. The Wish ability generates one blade that you must assign to one of that creature’s blade abilities,

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6.3. MINIATURE-SPECIFIC NOTES 99

if possible. If a creature has multiple blade abilities, you choose which to activate. Resolve that blade ability.

Resolve any triggered abilities that may have triggered as a result of that blade ability. Repeat this process for

each other creature that attacked this combat.

☞ You can’t assign a blade to a single-blade ability that’s already been activated this combat.

☞ The Wish ability can only be used to activate single-blade and multiblade abilities. It isn’t possible to assign

one blade to a double-blade, triple-blade, or double-multiblade ability, even if you activate Wish twice or have

more blades to assign from the combat. For example, if you have one blade to assign to a creature with a

single-blade ability and a double-blade ability, you must assign the blade to the single-blade ability.

☞ The Wish ability isn’t optional. If activated, you must activate a blade ability on every other creature that

attacked this combat if possible. However, you aren’t required to order the abilities in such a way as to maximize

the number of abilities activated. For example, if you control a creature with the Tantrum ability and a creature

with the Fumble ability, it’s legal to activate the Tantrum ability first, sacrificing the creature with the Fumble

ability in order to prevent the Fumble ability from being activated.

☞ The creatures don’t need to be local to the creature with the Wish ability in order to be affected by it. If a

creature attacked this combat and is still in play, you must assign a blade to one of its abilities if possible.

: Tantrum—Sacrifice a local creature.

: Fumble 3—Deal -3 damage this combat.

6.3 Miniature-Specific Notes

Cursed Faerie

: Spur—Choose an ally in the same cell as target enemy. Make an X-power attack against that enemy, where

X is the chosen ally’s power. Fade—If this creature attacks, banish it at the end of that combat (unless it has

been destroyed).

☞ If Cursed Faerie comes into play during a combat and makes a Spur attack, the Fade ability will trigger at

the end of that combat and banish the Cursed Faerie.

☞ If Cursed Faerie comes into play and makes a Spur attack at any time other than during a combat, Fade

won’t trigger and Cursed Faerie will remain in play.

☞ If Cursed Faerie comes into play during combat and the Spur ability targets an unengaged enemy or you

choose a 0-power ally, then no attack is made and Fade won’t trigger.

Fountain of Shades

Whenever you sacrifice a local or adjacent creature, make an X-power attack against target local or adjacent

enemy, where X is the sacrificed creature’s power.

☞ Fountain of Shades’ ability doesn’t actually allow you to sacrifice the creature. For the ability to trigger, you

must have another way to sacrifice the creature (for example, as a cost for activating the Torture ability or as a

result of an Appease ability).

☞ Fountain of Shades is the miniature making the attack, not the creature that was sacrificed.

☞ Fountain of Shades’ ability isn’t optional. If you sacrifice a local or adjacent ally, you must attack a local or

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adjacent enemy if possible.

☞ The power of the attack made by Fountain of Shades is the creature’s power immediately before it left play.

: Torture—Sacrifice a local ally. Gain spawn points equal to its spawn cost.

: Appease—When this creature comes into play, sacrifice a creature.

Twin-Skull Archway

If a local or adjacent ally would add or deal damage with a blade ability during combat, add or deal double that

damage instead.

☞ Twin-Skull Archway’s ability modifies any blade ability that adds or deals damage during combat. Some

examples of blade abilities that are modified by Twin-Skull Archway are Crit, Bomb, Mass Wound, and Warp-

strike.

☞ Twin-Skull Archway doesn’t modify non-blade abilities (for example, Ambush or Charge) that take place

during combat.

☞ If an effect would be modified by multiple copies of Twin-Skull Archway, the effects apply sequentially. For

example, a Crit 2 blade ability activated within range of two Twin-Skull Archways is first doubled (to four

damage), and then doubled again (to eight damage).

: Crit 2—Deal +2 damage this combat.

: Bomb 4—Sacrifice this creature and deal 4 damage to each local enemy.

: Mass Wound 2—Deal 2 damage to each local enemy.

: Warpstrike 4—Make a 4-power attack against target nonlocal enemy.

Ambush 6—Whenever an enemy enters this cell, this creature makes a 6-power attack against that

enemy.

Charge 6—Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against

target enemy in that cell.

Zungar Citadel

Whenever your local or adjacent creatures are assigned damage, reduce that damage by 2.

☞ If a creature you control is within range of two Zungar Citadels, the damage assigned to it is reduced twice,

effectively being reduced by a total of 4.

☞ Zungar Citadel prevents two damage to each creature each time damage is assigned. This includes damage

from regular and special attacks, as well as abilities that directly assign damage to creatures. For example,

Zungar Citadel effectively negates your opponent’s Mass Wound 2 ability that takes place in a local or adjacent

cell.

☞ If a player controls a creature with the Bodyguard ability within the range of a Zungar Citadel, the creature

with Bodyguard must be assigned at least enough damage to disrupt or destroy it, taking the Citadel ability into

account before other creatures can be assigned damage. For example, a creature with Bodyguard and 5 defense

local to a Zungar Citadel must be assigned 7 damage in order for damage to be assigned to other creatures in

the cell.

☞ If multiple replacement effects would apply to a single assignment of damage, the player assigning the damage

determines the order in which the effects apply.

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: Mass Wound 2—Deal 2 damage to each local enemy.

Bodyguard—Opponents may not assign damage to your local allies without Bodyguard until enough

damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

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Index

Ability Types, 10

Comes Into Play

Animate Dead, 79

Appease, 12, 46, 97, 100

Bloodtax, 55, 56

Clone, 57

Corpsebuilt, 23

Gloom, 40, 65

Haste Gambit, 22, 27, 82

Lockdown, 27

Pacify, 95

Spur, 29, 42

Teleport Ally, 65, 72

Double Blade

Advance All, 77

Death Cycle, 36, 44, 50

Demolish, 16

Double Warpstrike, 11

Expel & Scare, 83

Petrify, 43, 44, 95

Rush, 28

Spur, 70

Warpstrike, 57

Warpstrike All, 89

Drive, 53

Blitz Drive, 65, 74

Chaos Drive, 54, 57

Intercept Drive, 63

Locus Drive, 17, 53

Pursuit Drive, 53, 54, 66

Halo, 91

Fortunate, 94

Multi Blade

Crit, 57

Exile, 39, 68

Wound Self, 48

Scoring Cell

Alert, 78

Awaken, 21, 22

Bloodletting, 80

Call, 22, 35, 36, 69, 71

Dampen, 35, 58, 95

Dense Harvest, 81

Double Stakes, 24

Edgemaker, 24, 39, 54, 61, 93

Energize Bloodcut, 59

Energy Feed, 25, 70, 78

Flux Crit, 25

Flux Ward, 50, 61

Haunt Gambit, 27

Infest, 84

Mire, 65

Nitro, 61, 66, 78

Provoke, 45

Ripe, 96

Torture, 29, 97, 100

Vortex, 31, 65

War Cry, 18, 48, 65

Warpstrike All, 89

Shield, 76

Bodyguard, 90

Lure & Bomb, 85

Timely Betrayal, 88, 97

Single Blade

Advance & Skirmish, 34

Advance Madness, 76

Annihilate, 79

Appease & Crit, 92

Assisted Strike, 92

Attract, 35

Bomb, 14, 95, 100

Cleanse, 35

Colonize, 81

Crit, 8, 25, 30, 100

Crit 2 & Trample, 34

Daze, 26

Deathboon, 24, 25

Deathform, 38, 43

102

Page 103: FAQ Dream Blade

INDEX 103

Deathrip, 38, 50

Deathswarm Hiveling, 33, 58

Deathwish, 39

Demolish, 8

Dissipate, 8, 15, 28, 80, 84, 95

Double Venom, 59

Duel, 59

Ferocity, 25, 28, 44, 68, 80, 84

Fracture, 54, 61, 80, 84

Fumble, 9, 25, 30, 57, 99

Grave Crit, 63

Hellbred Crit, 63

Hivetunnel, 41

Insane Warpstrike, 84

Intimidation, 84

Lethal Glory, 94

Lure, 9

Mass Wound, 63, 95, 100, 101

Mighty Stride, 64

Mindcrit, 64

Mindstrike, 27

Mutation, 33, 43

Scare, 35

Scare Nonfear, 76

Skirmish, 8, 12, 35

Skirmish 2, 12

Skirmish Local All, 87

Skirmish Self, 25

Swap, 14, 33, 65

Tantrum, 9, 47, 99

Toss, 97

Trample, 25, 30, 84, 96

Transpose Enemies, 47

Unmake, 47

Unravel, 98

Venom, 10, 30, 31

Venom Cloud, 48

Warpstrike, 13, 30, 55, 95, 100

Whisper Gambit, 32

Wish, 98

Spawn Phase

Advance Self & Bomb, 77

Assault, 13, 16

Awaken, 21

Bloodport, 80

Brainblast, 17, 34

Call, 22, 35, 36, 69, 71

Dampen, 75

Double Stakes, 24

Edgemaker, 24, 39, 54, 61, 93

Fluctuate, 60, 66, 78, 81

Frightwave, 40

Gain Enrage, 26, 42

Lead Valor, 84

Mighty Valor Assault, 85

Mindlock, 37, 42

Missile, 66

Provoke, 45

Rally, 45

Respawn, 36, 46, 71

Slip, 29

Spark, 69

Summon Hellbred, 71

Suppress, 71

Teleport Self, 14

Torture, 29, 97, 100

Twin, 33, 47, 65, 69, 71

Valor Beacon, 88

Vortex, 31, 65

War Cry, 18, 48, 65

Static

Ambition, 55, 56

Ambush, 13, 17, 19, 22, 23, 31, 32, 37–39, 41,

43, 45, 47, 48, 55, 57, 81, 98, 100

Bladestrike, 56, 70

Blight, 18, 34, 49, 51, 74

Blind Fury, 79, 80

Bloodthirsty, 8, 13, 88

Bloody Glory, 56

Bodyguard, 13, 14, 28, 31, 49, 57, 64, 80, 84

Channel Hiveling, 35, 46, 49, 58, 75

Charge, 13, 22, 30–32, 37, 38, 43, 45, 48, 68,

100

Conquest Synergy, 92

Constrained, 35

Copy Enemies, 39, 62

Curse, 23, 27, 29, 41

Dampen, 46

Darkheart, 92

Deathblast, 37, 46, 55

Defender, 12

Deny Victory, 81

Disarm, 59

Dominate, 55, 56

Page 104: FAQ Dream Blade

104 INDEX

Edged Crit, 93

Edged Fortune, 77, 82

Enrage, 16, 62, 82

Eternity, 60

Etherdance, 79, 82, 85

Fear-Edged Advance, 93

Figment, 60

Flummox, 61, 62

Flux Fortunate, 39, 50, 61

Flux Ward, 26

Follower, 26

Fortunate, 8, 15, 23, 41

Fortunate All, 87

Grand Melee, 62

Grave Harvest, 26

Hellthirsty, 63

Hiveling Frenzy, 41

Hiveling Swarm, 41, 49

Inciter, 8, 16

Indisruptable, 83

Inertia, 94

Last Gasp, 37

Loner, 16

Longstride, 94

Mimic, 42, 62

Mind Mulch, 64

Monstrous Synergy, 95

Nullify, 32

Offering Boon, 86

Overpower, 86

Pacifist, 86

Parting Shot, 28, 46, 97

Passionborn Assault, 86

Phantom, 44, 80, 84

Protect, 28, 44, 61

Rage of One, 66

Ragestrike, 67, 70, 77

Rally Lost, 39

Rampage, 96

Reckless Hunger, 67, 70

Regenerate, 12

Reinforce, 6

Reinforce Battle, 96

Reinforce Valor, 65, 69

Rejoinder, 45

Rewind, 78, 87

Riposte, 87

Sacrificial Strike, 97

Shackle, 67

Shadow, 29, 81

Shadow Field, 68

Shapechange, 46, 65, 69, 89

Soul Harrow, 69

Splat, 69, 70

Steadfast, 46

Strikeback, 8, 15

Tactics, 71

Triplicate, 72

Valorborn Advance Self, 79, 85, 89

Vengeance, 23

Web Breath, 98

Triple Blade

Manifest, 85

Aspect Symbol Activation, 75

Assignment of

Blades, 8, 9, 11

Damage, 9

Spawn Points, 11

Combat Sequence, 7, 21, 76

Combat Timing, 21

Conquest Points, 10, 54

Disruption, 9

Dream Lords, 75

Errata

Death Cycle, 36

Deathrip, 38

Deathrip Enemies, 38

Deathswarm Hiveling, 58

Hellthirsty, 63

Skirmish Local All, 88

Initiative, 5, 25

Locations, 10

Miniatures

Arch of Triumph, 32, 69

Baba Yaga’s Hut, 55, 65

Bloodtusk Throne, 72

Darkheart Cottage, 18, 27, 37, 70, 76, 97

Fountain of Shades, 99

Illuminati Pyramid, 50, 61, 81

Madhouse, 55, 73

Soulwash Temple, 73

Page 105: FAQ Dream Blade

INDEX 105

Tower of Unquenched Flame, 51, 70

Twin-Skull Archway, 100

Unwishing Well, 74

Warfang Keep, 51

Zungar Citadel, 100

Multiaspect Miniatures, 76, 91

No-Aspect Miniatures, 53

Spawn Ability, 6

Spawn Phase, 5, 25

Spawning Cell, 6

Stacking Limit, 11, 29, 36, 40, 73, 92

Victory Points, 77, 82