Cardlist-Heart of Doom


HERO
Card Name Number Class Cost LV STR Gold Light XP VP Text
BLUEFIRE STUDENT(ブルーファイアの学生) 6 CLERIC・WIZARD 4 1 2 2 MAGIC ATTACK+1
DUNGEON:Gain 1 XP.
BLUEFIRE MAGE(ブルーファイアの学者) 4 CLERIC・WIZARD 7 2 3 3 MAGIC ATTACK+2
DUNGEON:Gain 2 XP.
BLUEFIRE MASTER(ブルーファイアの学士) 2 CLERIC・WIZARD 10 3 4 2 MAGIC ATTACK+3
DUNGEON:Lever up one Hero (paying all costs), adding the new Hero to your hand.
CANON DEVOTEE 6 CLERIC 4 1 4 2 MAGIC ATTACK +1
VILLAGE/DUNGEON: Destroy 1 Disease.
CANON MEDIUM 4 CLERIC 7 2 4 3 MAGIC ATTACK +2
DUNGEON:Put a Disease from your hand into another player’s discard to gain MAGIC ATTACK +1.
CANON THEURGE 2 CLERIC 10 3 5 1 2 MAGIC ATTACK +3
DUNGEON: Place all Diseases from your hand under one Monster in the Hall. The next player to battle that Monster receives those Diseases. Gain MAGIC ATTACK +2 for each Disease placed.
DARK ANIMATER 6 WIZARD 5 1 2 2 MAGIC ATTACK +1
DUNGEON: Destroy 1 Hero or Villager in your discard pile to gain MAGIC ATTACK +1.
DARK PUPPETEER 4 WIZARD 8 2 3 3 MAGIC ATTACK +2
DUNGEON: Gain MAGIC ATTACK equal to the VP of one revealed Monster.
DARK NECROMANCER 2 WIZARD 12 3 4 2 MAGIC ATTACK +3
DUNGEON: Gain MAGIC ATTACK equal to the total printed VP of your revealed Monsters.
HIGHLAND SOLDIER 6 FIGHTER・THIEF 7 1 5 1 2 ATTACK +2
VILLAGE: Destroy this card to take a Treasure from another player.
HIGHLAND SERGEANT 4 FIGHTER・THIEF 10 2 6 1 3 ATTACK +3
DUNGEON: Buy 1 Hero
HIGHLAND CAPTAIN 2 FIGHTER・THIEF 13 3 6 2 2 ATTACK +3
DUNGEON: Buy 1 Hero and add it to your hand.
ISRI THROWER 6 FIGHTER・ARCHER 7 1 5 2 ATTACK +2
DUNGEON: Destroy a revealed Item or Weapon to gain ATTACK +1.
ISRI BLADESPINNER 4 FIGHTER・ARCHER 10 2 6 3 ATTACK +3
DUNGEON: Destroy a revealed Weapon to gain ATTACK equal to the weapon’s Weight.
Spoils: Buy a Weapon.
ISRI HELMSPLITTER 2 FIGHTER・ARCHER 13 3 7 1 ATTACK +4
DUNGEON: Destroy a revealed Weapon or a Weapon from a village stack to gain ATTACK equal to the weapon’s Weight.
JONDUL HUNTER 6 ARCHER・CLERIC 6 1 4 2 MAGIC ATTACK +2
Ignore Light Penalties against Undead in Rank 2 or higher.
JONDUL DIVINER 4 ARCHER・CLERIC 9 2 5 3 MAGIC ATTACK +3
Additional MAGIC ATTACK +2 against Undead. Ignore Light Penalties against Undead in Rank 2 and higher.
JONDUL SEER 2 ARCHER・CLERIC 12 3 6 2 MAGIC ATTACK + 5
Ignore light penalties in Rank 2 or higher
NYTH BOWMAN 6 ARCHER 7 1 4 * 2 ATTACK +1 per rank of the target. Light +1 if a bow is equipped.
NYTH YEOMAN 4 ARCHER 10 2 5 * 3 ATTACK +2 per rank of the target. Light +1 if a bow is equipped.
NYTH MARKSMAN 2 ARCHER 13 3 5 * 2 ATTACK +3 per rank of the target. Light +1 if a bow is equipped.

VILLAGE
Card Name Number Class Cost Gold Weight Light VP Text
BAG OF HOLDING 8 ITEM・MAGIC 5 2 VILLAGE/DUNGEON: Destroy 1 other revealed Weapon or Item to draw 2 cards.
BELZUR’S BLESSING 8 SPELL 3 1 DUNGEON: Draw 2 cards. Each other player draws 1 card.
CHALICE MACE 8 WEAPON・BLUNT 5 2 6 * 1 ATTACK +3
Clerics require 3 less Strength to equip. Light +1 if equipped to a Cleric.
DREDGING NET 8 ITEM 5 2 VILLAGE: Draw 3 cards from the bottom of your deck. Discard 1, destroy 1, and place 1 into your hand.
GROGNARD 8 VILLAGER・MERCENARY 4 2 1 Gain 2 XP when purchased. If you are the active player and you trigger a trap, choose another player to suffer the trap’s effects.
JONDUL BOW 8 WEAPON・BOW 7 2 5 ATTACK + 4 against Monsters in Rank 2 or higher.
DUNGEON: Swap the positions of two adjacent Monsters in the Hall
MAGMA HAMMER 8 WEAPON・BLUNT・MAGIC 6 3 4 1 ATTACK +1 MAGIC ATTACK +1
RITUAL OF CLEANSING 8 SPELL 6 VILLAGE/DUNGEON: Discard the top 5 cards of any player’s deck. That player destroys 2 of the discarded cards. If this targeted a player other than you, destroy this card.
SHORT SPEAR 8 WEAPON・EDGED 3 2 2 ATTACK +1
Additional ATTACK +2 if equipped to a Militia
DUNGEON: If this card is attached to a Militia, draw 1 card
SOULFIRE 8 SPELL 3 1 MAGIC ATTACK +1
DUNGEON: Discard up to 5 XP. Gain MAGIC ATTACK +1 for each XP discarded.
SWAMP PROVISIONS 8 ITEM・FOOD 4 1 DUNGEON: One Hero gains Strength +3
DUNGEON: Destroy this card to give one Hero ATTACK+3. Each player gains 1 disease.
WAR HERO 8 VILLAGER・MERCENARY 4 VILLAGE: Draw 1 Card
DUNGEON: One Hero or Mercenary gains ATTACK +3 Destroy that Hero or Mercenary at the end of battle

Card Name Number Class Cost LV STR Gold Light XP VP Text
VILLAGE CUTPURSE 5 THIEF・HERO 6 1 4 1 4 ATTACK +1
DUNGEON: Buy 1 Village Card.
VILLAGE ROBBER 3 THIEF・HERO 11 2 5 1 1 ATTACK +3
VILLAGE/DUNGEON: After buying a card this turn, take 1 village card of lower cost than the purchased card and place it in your discard pile.

MONSTER
CARD NAME NUMBER CLASS Health Gold EXP VP Text
THRALL 3 ABYSSAL・DARKSPAWN 4 3 1 2 This Monster’s Light Penalty is 3 (instead of 1) while in the first rank. Will not leave the Hall until defeated.
WHISPERER 4 5 2 2 4 This Monster’s Light Penalty is 4 while in the first rank and 3 while in the second rank (instead of the normal Light Penalties). Will not leave the Hall until defeated.
DREAMTWISTER 2 6 1 3 6 This Monster’s Light Penalty is 5 while in the first rank and 4 while in the second rank (instead of the normal Light Penalties). Will not leave the Hall until defeated.
PIT FIEND 1 7 1 3 7 This Monster’s Light Penalty is 6 while in the first rank, 5 while in the second rank and 4 while in the third rank (instead of the normal Light Penalties). Will not leave the Hall until defeated.
SCOURGE BASILISK 2 BASILISK・ANIMAL 2 3 1 2 BATTLE: This Monster gains 3 Health for each Item revealed.
BATTLE: Destroy 1 Item.
RUST BASILISK 2 2 2 1 3 This Monster gains 4 Health for each Weapon revealed.
BATTLE: Destroy 1 Weapon.
GOLDEN BASILISK 2 2 3 2 4 BATTLE: This Monster gains Health equal to the total revealed Gold Value
BATTLE: Destroy 1 card with a Gold Value
STONEGAZE BASILISK 2 2 2 3 6 BATTLE: This Monster gains 4 Health for each Hero revealed.
BATTLE: Destroy 1 Hero.
DRACOLISK 2 2 2 3 8 BATTLE: This Monster gains 2 health for each card revealed.
BATTLE: Destroy 2 cards,no more than one of which may be a Hero.
FALSE BARKEEP 1 DOPPELGANGER・HUMANOID 7 4 2 2 GLOBAL: Players may not purchase more than one card per turn, regardless of other card effects.
BATTLE: After drawing cards at the end of the turn, reveal your hand. Discard all Heroes, then draw until you have 6 cards in your hand.
FALSE BLACKSMITH 1 7 2 4 2 BREACH: All players destroy one Weapon or show a hand with none.
BATTLE: Each Weapon suffers Attack -1.
Trophy:DUNGEON: Each Weapon gains Attack +1.
FALSE CHAPLAIN 1 6 2 3 2 GLOBAL: Diseases each give an additional Attack -1
BATTLE: Gain 2 Diseases
Trophy:DUNGEON: Destroy 1 Disease to draw 1 card.
FALSE FORTUNE TELLER 1 5 3 2 2 GLOBAL: Heroes have Strength -1 for each revealed Spell.
Trophy:DUNGEON: Magic Attack +1 for each revealed Spell.
FALSE GROGNARD 1 6 3 2 2 BREACH: Take the top 10 cards of the Dungeon Deck, add all destroyed Traps, shuffle them together, and place them back on top of the Dungeon Deck.
FALSE GUIDE 1 6 2 2 2 BREACH: Destroy the top 3 cards from each Village stack with cards that produce Light.
TOROPHY:Light +1
FALSE SCOUT 1 7 3 4 2 GLOBAL: Effects that target the Dungeon Deck cannot be used.
BATTLE: Discard 3 cards after drawing at the end of the turn.
Trophy:DUNGEON: Draw 1 card. Put 1 card on top of your deck.
FALSE SERGEANT 1 6 2 3 2 GLOBAL: After going to the dungeon, place a Militia from the village in your discard pile.
Trophy:DUNGEON:Your Militia have Strength +3.
FALSE TAX COLLECTOR 1 7 * 3 2 BREACH: All players destroy one card with a Gold Value or show a hand with none.
Trophy:VILLAGE: Gain 1 gold for each player in the game.
FALSE TRAINER 1 6 3 0 2 GLOBAL: After a player levels up a Hero, he must destroy 1 XP
BATTLE: Destroy one Militia. All players destroy 1 XP.
Trophy:VILLAGE/DUNGEON: Gain 1 XP.
SWAMP WILLOW 3 DRYAD 4 3 1 1 When this Monster enters the Hall, draw another card from the Dungeon Deck and place it at the end as an additional rank. When this card leaves the Hall, do not replace it.
Trophy: Light+1
ROOTBINDER 2 7 2 1 2 When this Monster enters the Hall, draw another card from the Dungeon Deck and place it at the end as an additional rank. When this card leaves the Hall, do not replace it.
Trophy: Light+1
SNAG HAG 2 10 2 2 5 When this Monster enters the Hall, draw another card from the Dungeon Deck and place it at the end as an additional rank. When this card leaves the Hall, do not replace it.
Trophy: Light+1
TREE HERDER 2 13 1 2 6 When this Monster enters the Hall, draw another card from the Dungeon Deck and place it at the end as an additional rank. When this card leaves the Hall, do not replace it.
Trophy: Light+1
THE OLD ONE 1 16 1 3 8 When this Monster enters the Hall, draw another card from the Dungeon Deck and place it at the end as an additional rank. When this card leaves the Hall, do not replace it.
Trophy: Light+1
FELL WARRIOR 2 LIZARDFOLK・HUMANOID 4 3 1 2 BATTLE: Destroy one non-Militia Hero.
MURK SHAMAN 1 6 2 1 3 BATTLE: Light Items gain Attack +1.
ACID SPITTER 2 8 2 1 4 BATTLE: Destroy as many Items as you wish. Gain Attack +3 for each Item destroyed. You may not destroy an Item if you have used a Dungeon effect on it.
SKINLING 2 8 2 2 4 BATTLE: Daggers gain Attack +4.
LUMBERING TROG 3 9 3 2 4 BATTLE: Militia gain Attack +2.
FIREFANG 3 SPIDER・ANIMAL 4 3 1 2 BREACH: Each player destroys 1 Hero or reveals a hand with none.
GREEN SPINNER 2 5 3 1 3 BREACH: Each player destroys 2 Heroes or reveals a hand with fewer. (If 1 Hero is revealed, it is destroyed.)
WIDOWMAKER 2 6 2 2 4 BATTLE: 1 Hero may not attack.
BREACH: Each player destroys 1 Hero or reveals a hand with none.
DREAD 2 7 2 2 5 BATTLE: 1 Hero may not attack. Destroy that Hero.
BREACH: The active player destroys all revealed Heroes.
SPIDER QUEEN 1 8 2 3 8 BATTLE: 2 Heroes may not attack. Destroy those Heroes.
BREACH: Destroy all cards in the Hero stack with the most cards.
WILL-O-THE-WISP 2 UNDEAD・SPECTRAL 5 2 1 2 When you choose to battle this monster, it cannot be defeated unless you immediately destroy a Food.
CRUEL APPARITION 3 5 2 1 3 When you choose to battle this monster, it cannot be defeated unless you immediately destroy a Hero.
WIGHT 2 7 3 1 4 When you choose to battle this monster, it cannot be defeated unless you immediately destroy 2 XP.
DEVOURER 2 9 2 3 6 When you choose to battle this monster, it cannot be defeated unless you immediately destroy a Monster.
SOULEATER 1 10 2 3 8 When you choose to battle this monster, it cannot be defeated unless you immediately discard 3 cards.
THE LAST DOOMKNIGHT 1 GUARDIAN・DOOMKNIGHT 15 3 3 6 GLOBAL: Light -1 All Heroes suffer Strength -1 Other Monsters have +1 Health
BREACH: Move to Rank 0
MOURNWATER WITCH 1 GUARDIAN 14 3 3 6 GLOBAL: All Heroes cost 2 additional gold.
BREACH: Move to Rank 0.
HEART OF DOOM 1 GUARDIAN・THUNDERSTONE 25 15 GLOBAL: When a player enters the dungeon, immediately destroy all revealed Monsters.
BREACH: The game ends.
BATTLE: Thunderstones gain Magic Attack +6. If this card is not defeated, the player loses.




TREASURE
Card Name Number Class Text
SORCERER'S EMERALD 2 GEM TREASURE DUNGEON:Discard this card to level up a revealed Hero(paying all costs),and place the new Hero in your hand.
SORCERER'S RUBY 2 DUNGEON:Discard this card to purchase a Hero and place it in your hand.
SORCERER'S SAPPHIRE 2 DUNGEON:Discard this card to purchase a Village card and place it in your hand.

SETTING
Card Name Number Class Text
LAST REFUGE 1 SETTING The village holds 2 more Village stacks and 1 Fewer Hero stack than usual.
MOURNWATER SWAMP 1 SETTING Traps and Treasures are triggered when they reach Rank 1,instead of when they are first revealed.The Hall has 4 Ranks instead of 3.
RITE OF BANISHING 1 SETTING See the rule book for special setup.The game only ends when Heart of Doom is defeated.If you defeat the Monster in front of a Thunderstone,you claim it.If a Thunderstone breaches, place it at the bottom of the deck.


THUNDERSTONE
Card Name Number Class VP Text
STONE OF FATE 1 THUNDERSTONE DUNGEON:Discard this card, each other player discards 1 card.

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最終更新:2021年07月13日 09:27