faq dream blade
TRANSCRIPT
Dreamblade
Frequently Asked Questions:
Base Set through Serrated Dawn
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.
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
4 CONTENTS
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
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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.
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.
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.
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
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.
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
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.
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.
14 CHAPTER 1. BASE SET FAQ
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.
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.
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
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).
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.
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.
20 CHAPTER 1. BASE SET FAQ
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
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
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.
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
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.
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.
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.
28 CHAPTER 2. BAXAR’S WAR FAQ
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.
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.
30 CHAPTER 2. BAXAR’S WAR FAQ
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.
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.
32 CHAPTER 2. BAXAR’S WAR FAQ
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.
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
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.
3.2. ABILITY-SPECIFIC NOTES 35
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,
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
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.
38 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
☞ 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.
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.
40 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
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.
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.
42 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
☞ 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
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.
44 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
☞ 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
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.
46 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
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.
3.2. ABILITY-SPECIFIC NOTES 47
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.
48 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
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
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.
50 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
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.
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.
52 CHAPTER 3. CHRYSOTIC PLAGUE FAQ
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
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.
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.
56 CHAPTER 4. ANVILBORN FAQ
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.
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
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.
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.
60 CHAPTER 4. ANVILBORN FAQ
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
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.)
62 CHAPTER 4. ANVILBORN FAQ
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.
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
64 CHAPTER 4. ANVILBORN FAQ
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.
4.2. ABILITY-SPECIFIC NOTES 65
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.
66 CHAPTER 4. ANVILBORN FAQ
: 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.
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
68 CHAPTER 4. ANVILBORN FAQ
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.)
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
70 CHAPTER 4. ANVILBORN FAQ
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.
4.2. ABILITY-SPECIFIC NOTES 71
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.
72 CHAPTER 4. ANVILBORN FAQ
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
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.
74 CHAPTER 4. ANVILBORN FAQ
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.
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.
75
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
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.
78 CHAPTER 5. NIGHT FUSION FAQ
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.
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
80 CHAPTER 5. NIGHT FUSION FAQ
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.
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.
82 CHAPTER 5. NIGHT FUSION FAQ
☞ 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.
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.
84 CHAPTER 5. NIGHT FUSION FAQ
: 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.
5.2. ABILITY-SPECIFIC NOTES 85
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.
86 CHAPTER 5. NIGHT FUSION FAQ
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.
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.
88 CHAPTER 5. NIGHT FUSION FAQ
☞ 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.
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.
90 CHAPTER 5. NIGHT FUSION FAQ
: 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.
Chapter 6
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
91
92 CHAPTER 6. SERRATED DAWN FAQ
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.
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.)
94 CHAPTER 6. SERRATED DAWN FAQ
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.
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.
96 CHAPTER 6. SERRATED DAWN FAQ
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.
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
98 CHAPTER 6. SERRATED DAWN FAQ
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,
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
100 CHAPTER 6. SERRATED DAWN FAQ
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.
6.3. MINIATURE-SPECIFIC NOTES 101
: 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.
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
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
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
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