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If you have used a creature to fight this turn, Alaka enters play ready.
Play: Deal 4D to each creature. Gain 2 chains.
Play: Deal 4D to each creature. Gain 2 chains.
This creature gets +3 power and gains, “Before Fight: Deal 2D to each neighbor of the creature this creature fights.”
Fight: Your opponent loses 1A.
Fight: Your opponent loses 1A.
Action: Enrage a creature. Give that creature a +1 power counter.
Action: Enrage a creature. Give that creature a +1 power counter.
Narp’s neighbors cannot reap.
After a creature reaps, if it is the first time a creature has reaped this turn, deal 2D to it.
Fight/Reap: Ready and fight with a neighboring Giant.
Play: Stun each creature with power 3 or lower.
Play/Fight/Reap: You may play a non-Star Alliance artifact, upgrade, or action card this turn.
Play/Fight/Reap: You may play a non-Star Alliance artifact, upgrade, or action card this turn.
Fight/Reap: Use another friendly creature.
Skirmish. Explo-rover may be played as an upgrade instead of a creature, with the text: “This creature gains skirmish.”
Play/Fight/Reap: A friendly creature captures 1A.
Fight/Reap: Discard any number of cards from your hand. Draw a card for each card discarded this way.
This creature gains, “Fight/Reap: You may deal 2D to a creature, or attach Kirby’s Blaster to Com. Officer Kirby.” After you attach Kirby’s Blaster to Com. Officer Kirby, draw 2 cards.
Taunt. (This creature’s neighbors cannot be attacked unless they have taunt.) Hazardous 3. (Before this creature is attacked, deal 3D to the attacking enemy.)
After an enemy creature reaps, archive the top card of your deck.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) After a player chooses an active house which matches no cards in play, steal 1A.
Play/Fight/Reap: Keys cost +2A during your opponent’s next turn.
This creature gains, “Fight/Reap: Use a friendly non-Star Alliance creature.”
Creatures not on a flank cannot fight this creature.
Play: Deal damage to each creature equal to the amount of damage on that creature.
Play: Gain 2A if you control more creatures than your opponent.
Play: Gain 2A if you control more creatures than your opponent.
Play: Your opponent cannot use creatures to fight on their next turn.
Destroyed: Discard the top card of your deck. If it is a creature, after Gebuk leaves play, put that creature into play in Gebuk’s position in the battleline.
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) After you play a creature, if there are more enemy creatures than friendly creatures, gain 1A.
This creature gains skirmish and, “Fight: Gain 1A.”
Elusive. (The first time this creature is attacked each turn, no damage is dealt.) A stolen or captured from your pool is taken from the common supply instead.
Play: Return a creature from your discard pile to your hand.
Play: For the remainder of the turn, each friendly creature gains, “Reap: Gain 1A.”
Play: Deal 2D to up to 3 undamaged creatures.