Legend of the Burning Sands
Card Spoiler

Understanding this spoiler:

Strongholds:
Name
City Points/Copper Production/Influence
Card Text
Fate Value

City Sections:
Name  Strength/Water  Cost:

Heroes:
Name  Strength/Ka  Water Cost/Copper Cost/Influence
Card Text
Fate Value

Holdings, Fortifications, Advisors, & Actions:
Name  Water Cost/Copper Cost
Card Text
Fate Value
Items:
Name  Strength Bonus/Ka Bonus  Water Cost/Copper Cost
Card Text
Fate Value

Spells:
Name  Strength/Ka (for Jinn only)  Water Cost/Copper Cost
Card Text
Fate Value

Tales:
Name
Card Text
Fate Value

Strongholds
The Empire of the Senpet
18/4/7
Battle: Bow to give a Defending Unit a +3 Strength bonus until the end of the turn.
Fate Value: 1

The Moto Oasis
20/3/6
You may not have more than one of any Advanced City in play.
All Moto Heroes you control gain an additional Raid +1 when raiding another player's City Section.
Fate Value: 2

The Hidden Keep of the Assassins
20/3/5
Battle: Bow to send any Assassin Hero you control in a Battle home, bowed.
Reaction: When one of your Assassin Heroes is in a duel, bow the Hidden Keep instead of playing a thrust or a parry to send him or her home bowed.
Fate Value: 3

City Sections
Jewel of the Desert  1/6 City Points: 5
This City Section may hold any number of water tokens.

Lands of the Senpet  0/6 City Points: 6
All Heroes being assigned to or moved into a Battle at this City Section must repay their original water costs.

Secret Well 1/5 City Points: 4
Advanced City
May only be brought into play by a Moto Player.
Day: Bow Secret Well and pay one water from this City Section to draw a card from your deck.

Senpet Garrison  1/7  City Points: 6
Advanced City
May only be put into play by Senpet Player.
Reaction: Immediately after you destroy a City Section, gain one water token on this City.

Shadows Within the Walls  0/5  Cost: 5
Advanced City * You may not control more than 2 Shadows Within the Walls.
May only be put into play by an Assassin Player.
No Raids may be assigned to this City Section.

The Fields of Rolling Grain  1/5 City Points: 7
Advanced City
Battle: Pay one water from the City to send one opposing unit home from this battle without unbowing.

The Merchant Quarter 1/4  City Points: 4
Advanced City
Reaction: Immediately before you bow a holding, bow the Merchant Quarter to increase the copper production of targeted holding by one.  A holding may only be targeted once per turn by a Merchant Quarter.

The River Quarter 1/5, City Points: 5
Advanced City
Day: Bow River Quarter and pay 3 copper to produce one water token on this City.

Thieves Quarter  1/4  City Points: 3
You may not control more than 2 Thieves Quarters.  You may not redistribute any water to or from this City Section during the end phase.

Heroes
Mendi-Duad 1/2  1/5/3
Ashalan Priest * Sahir
Fate Value: 1

Chandra 1/2  0/5/2
Assassin Bearer of the Black Star
Reaction: Immediately after one of your Heroes win a duel, you may draw a card from your deck.  Chandra may only do this once per turn.
Fate Value: 1

Faida  Assassin Keeper of the Seventh Gate
Reaction: If Faida is assigned to defend a raid and her Defending Raid value is higher than the opposing Hero's Raiding Fate value, Faida may bow to initiate a duel with the opposing Hero which may not be refused.
Fate Value: 2

Fatima  2/2  1/5/4
Assassin First-Born * Fatima may remain bowed.
Day: Bow Fatima and target a Hero with less than 4 Ka.  Targeted Hero may not be assigned to or moved into any attacks as long as Fatima remains bowed.
Fate Value: 2

Haroun  4/5  2/9/3
Assassin of the Blood Red Tiger * Unique
Reaction: If Haroun wins a duel, bow and target one of his opponent's holdings.  Destroy that holding.
Fate Value: 2

Marishka 2/3  1/6/3
Assassin Midwife
Day: Bow Marishka and randomly select and look at one card from your opponent's hand.  If that card is a Hero, you may pay copper equal to the fate value of that card to discard the Hero.
Fate Value: 3

Old Man of the Mountain  3/5  2/10/5
Assassin Champion * Unique * Duelist
Will only join Assassin Players.
Day: Bow and discard one or more cards from your hand with a total fate value greater than 2. Target an unbowed Assassin Hero you control. Your Hero bows to challenge another player's Hero to a duel that cannot be refused.
Fate Value: 5

Sabina  3/4  1/7/4
Assassin Lady of the Seven Oaths * May only attach Assassin Followers * Will not initiate a duel with another Assassin Hero.
Fate Value: 1

Shala  2/3  1/6/1
Assassin Second-Born * May enter play for 3 less copper if you have the Old Man on the Mountain in play.  Gains 3K when facing a Hero with more than 4 influence in a duel.
Fate Value: 2

Takiyah  1/2  1/8/5
Assassin Watcher of Omens * Sahir
Open: Bow Takiyah to attach a -1S/-1K doom token to another Hero until the end of the turn.  Takiyah may not attach more than one doom token per Hero.
Fate Value: 2

Kabdar Fassal 3/5  2/8/3
Ebonite Defender of the Faithful * Templar
Kabdar gains Raid +2 while defending against a Raid.
Fate Value: 2

Monkey Man 1/2  1/5/4
Jackal
Open: Show your opponent the top card of your deck to look at the top card of his or her deck.  You may do this once per turn.
Fate Value: 3

Ghiyath  4/3  2/9/1
Khadi Sculptor of Hearts * Sahir * Unique * Unaligned
Other Heroes may not be moved out of a battle Ghiyath is assigned to.
Fate Value: 4

Indira  3/4  2/10/1
Khadi Mistress of Pain * Sahir * Unaligned * Unique
Cards in this unit may not be targeted by spell effects.
Fate Value: 4

Argoun 2/3  0/6/1
Moto Clan Youth
If Argoun is assigned to Raid a City Section, the Hero defending the City must play his Fate Card face up before Argoun plays his.
Fate Value: 2

Gaheris  5/6  3/13/6
Moto Clan Khan. Duelist * Raid +2 * Carry +1 * Champion * Unique
Will only join a Moto Player.
No actions may be played from another player's Hand during a battle that Gaheris is in.
Fate Value: 5

Jungir  1/4  1/6/1
Moto Clan Shugenja * Sahir
Reaction: Bow Jungir immediately after Fate values are revealed in a Raid.  Switch any two of your Raiding Fate values.
Fate Value: 2

Kara  2/3  3/9/0
Moto Clan Huntress * Unique *Carry +2
When raiding, Kara may play 2 cards face down. Add the Fate values of the 2 cards together to determine her total Raiding Value.
Fate Value: 3

Khaidu  0/1  1/5/3
Moto Clan Trader
Destroy a holding you control if Khaidu dies.
Day: Bow Khaidu and pay 1 water to straighten a holding.
Fate Value: 3

Khitai  3/2  1/8/3
Moto Clan Dunerunner * Archery
Khitai may target Heroes with attached followers while using Archery.
Fate Value: 2

Kiyoshi  3/3  2/7/0
Moto Clan Tar-khan * Carry +1
Fate Value: 3

Shu-kai  1/2  1/4/1
Moto Scout
If Shu-kai ties in a Raid, Shu-kai wins.
Fate Value: 1

Yesugai  2/2
Moto Clan Guide * Archery *
Yesugai may not challenge a Senpet Hero to a duel.
Fate Value: 2

Shallimar  2/4  1/7/5
Ra'Shari Dancer * Archery
Fate Value: 2

Abresax  4/3  2/9/3
Unique * Senpet Fist of the Pharaoh
Abresax's Followers gain 2S while attached to Abresax.
Fate Value: 3

Asori  1/2  1/5/4
Senpet Courtesan
Reaction: When bringing a Follower into play, bow Asori and discard a card from your hand to produce copper equal to the Fate value of that card.
Fate Value: 2

Bekhten  2/1  1/5/3
Senpet Shield of the Empire
Bowed Heroes may not be used to absorb damage engaged by Bekhten.
Reaction: Bow Bekhten to replace any Senpet in a duel instead of thrusting.
Fate Value: 2

Hensatti  4/5  3/13/5
Senpet Pharaoh * Unique * Champion * Raid +1
Will only join a Senpet player.  All other Senpet Heroes gain 1S while in an army with Hensatti.
Day: If Hensatti has no attached Followers, one Follower may be attached to Hensatti without cost.
Fate Value: 5

Keseth  1/2  0/5/3
Senpet Seer * Sahir
Khadi Heroes may not cast spells during a battle Keseth is in.
Khadi Heroes may not target cards in this unit with spells.
Fate Value: 3

Nekhebet  2/3  1/7/2
Senpet Explorer * Archery * Raid +1
Reaction: Immediately before Nekhebet uses Archery to engage, discard a card from your hand and add that Fate Value to Nekhebet's Archery until the end of the turn.
Fate Value: 2

Nepherus  0/2  1/4/3
Senpet Astrologer * Sahir
Battle: Bow Nepherus and draw the top 3 cards of your deck.  You may play one of those cards immediately if possible.  Discard the other cards.
Battle: Bow Nepherus to destroy any Omen currently in play.
Fate Value: 2

Qer Apet  3/2  1/7/1
Senpet Brother of the Black Shield
Qer Apet gains +1S when Attacking.
Fate Value: 2

Ramontet  Senpet Strategist * Archery +1
Day: Bow Ramontet to give a 1S bonus to another Senpet Hero you control until the end of the turn.
Fate Value: 3

Abd al-Zhayn  3/3  1/7/4
Unaligned Wanderer
Fate Value: 3

Adnan  0/1  0/0/0
Tomb Raider * Raid -1  * Unaligned
You may not bring Adnan into play unless you control another hero.
Fate Value: 1

al-Hazaad  1/3  1/7/3
Unaligned Sahir * Flying * Experienced
Carpets may be attached to al-Hazaad for 4 less copper.
Battle: Once per battle, discard a spell.  The opposing army must take damage equal to the Fate Value of that spell.
Fate Value: 2

The Eye of Night  4/5  0/13/0
Unique * Ronin * Archery * Duelist * Unaligned
The Eye of Night always thrusts first in a duel.
Fate Value: 3

Janan Barakah  2/2  1/7/2
Sand Pirate Captain * Raid +1 * Unaligned
All Heroes and Followers with less than 3 Strength in this army may engage simultaneously with Janan Barakah as one single unit.
Fate Value: 3

Nim  2/2  0/7/0
The 999th Jinn * Flying * Unaligned
No Followers may be attached to Nim.
Day: Bow Nim and announce a number. Reveal the top card of your deck.  If the Fate Value matched your announced number, put that card into your hand otherwise discard that card.
Fate Value: 3

Roc  3/1  1/7/0
Flying * Unaligned
May not attach items or Followers.
Battle: Bow to destroy a Follower in the opposing army.
Fate Value: 3

Bonepicker  2/2  0/6/0
Undead Ghul * Unaligned * May only attach Undead Followers
Night: Target a card in your opponent's Saved pile.  Bow Bonepicker to destroy that card.
Fate Value: 2

Eyeslicer  3/2  0/3/0
Undead Ghul * Unaligned
Destroy any one Hero or Follower you control to bring Eyeslicer into play.
Fate Value: 2

Holdings
Auction Block  0/2
Bow the Auction Block and discard any item, Follower or spell card to produce copper equal to the Fate value of that card.
Day: Bow and destroy Auction Block.  No Raids may be made against you this turn.

Belly Dancer  1/3
Bow to produce 2 copper plus one copper for every Den of Iniquity in play.
Night: Target an unbowed Hero you control, then bow and destroy Belly Dancer.  Targeted Hero initiates a duel against another Hero which may be refused by discarding 3 water.
Fate Value: 2

Copper Mine  1/2
Bow to produce 2 copper.
Day: Bow and destroy Copper Mine to reduce the Strength of a Hero by 2 until the end of the turn.
Fate Value: 1

Den of Iniquity  0/3
Bow to produce 2 copper plus 1 copper for each Spices you have in play.
Open: Bow and destroy the Den of Iniquity to bow a Hero with Zero influence.
Fate Value: 2

Harem  1/2
Bow to produce 2 copper.
Day: If Harem is controlled by an Assassin player, bow and destroy any number of holdings you control to draw the same number of cards from your deck.
Fate Value: 3

Library  1/3
Bow to produce 2 copper.
Day: Bow to draw 2 cards.  Discard 2 cards.
Fate Value: 2

Safiyya's Sweetwater  1/0
Bow and pay one water to produce 2 copper.
Day: Bow and destroy Safiyya's Sweetwater to produce one water token on a City Section you control.
Fate Value: 1

Spices  1/2
Bow to produce 2 copper.
Day: If Spices is controlled by a Senpet player, bow and destroy Spices to attach a 1S Follower token to a Hero you control.
Fate Value: 3

Trade Route  1/2
Bow to produce 2 copper.
Open: If Trade Route is controlled by a Moto player, bow and destroy Trade Route to give a 1S bonus to a Hero you control until the end of the turn.
Fate Value: 3

Wheat Fields  0/0
Bow to produce 1 copper.
Reaction: Bow and destroy Wheat Fields immediately after an opposing card engages to reduce the inflicted damage by one.
Fate Value: 1

Wijdan's Fabulous Carpet Shop  1/2
Bow to produce 2 copper.
Open: Bow and destroy the Carpet Shop to give the Flying trait to one Hero you control until the end of the turn.
Fate Value: 2

Fortifications
Burning Oil  0/3 Fortification
Battle: Bow Burning Oil to engage for 4 damage.
Fate Value: 3

The Prophet's Wall  0/2  Fortification
This City Section gains 3 Strength.
Fate Value: 1

Watchtower  0/3  Fortification
All Raid attempts are at -2 Fate at this City Section.
Reaction: Immediately after a Battle action is played from a player's hand at this battle, destroy Watchtower and pay one water from the City to cancel that action.
Fate Value: 2

Advisors
Doctor  0/1 Advisor
Bow to produce 1 copper.
Reaction: Bow and pay 1 copper to reduce the damage of a thrust to zero.
Fate Value: 4

Actions
A Commander's Courage  0/0
Battle: Add 2S to one attacking Hero.
Reaction: Play immediately after a Follower attached to a Senpet Hero engages.  Double the Strength of that Follower.  This Follower is destroyed at the end of the battle.
Fate Value: 2

A Handful of Sand  0/0
When you play this card as your parry in a duel, discard the top card of your deck.  Play that card as your next thrust.  It may not be parried.
Fate Value: 0

A Vision of Doom  0/0
Open Omen: All Raiding Heroes gain a Raid -1 penalty.  This is in addition to any other modifiers.
Fate Value: 1

Alim's Charm of Protection  0/0
Reaction: Play immediately after a spell or innate ability has been cast that targets one of your Heroes.  The effects of the spell or innate ability are negated.
Fate Value: 3

Ambush  1/0
Buried Night: One of your unbowed units begins a battle with one target unit.  No other units may join this battle, and no City can be destroyed.  Battle actions may be played as normal.  Units may not be moved to other City Sections from this battle.  This additional attack phase does not count as your one Attack for this Turn.
Fate Value: 2

Army of Ghuls  0/0
Buried Reaction: Play immediately after you engage a Hero you control.  The opposing army may not use Fate values to absorb any of the damage.
Fate Value: 3

Attack at Dawn  0/0
Reaction: Play immediately before the action phase of a battle. The Attacker may perform the first action in this battle. The rest of the battle action phase proceeds normally, beginning with the Defender.
Fate Value: 2

Bad Dates  0/2
Reaction: Target a Hero who has just successfully Raided you.  All Water tokens attached tot hat Hero change into -1 Ka tokens.  The poisoned Hero may bow as a Day action to remove one poison token.
Fate Value: 2

Badr al Din's Chains of Binding  0/0
Buried Day: Bow a Sahir you control and target a Sahir you do not control. Discard the top card of your deck. Target Sahir may not cast spells or use innate abilities for a number of turns equal to the Fate Value of the discarded card.
Fate Value: 4

Baha al Din's Brass Lamp  0/0
Day: Destroy target Jinn in play.
Fate Value: 2

Belly of the Desert  0/0
Battle Omen: No actions may be played unless the action destroys or replaces this Omen.
Fate Value: 2

Blind Luck  0/0
Reaction: Play immediately after a Fate value is revealed. Discard that card. Draw and discard your top card on your deck, replacing the revealed Fate value with the Fate value of your discard.
Fate Value: 2

Blood Oath  0/0
Day: All Heroes challenged to a duel gain a 1K bonus until the end of the turn.
Fate Value: 2

Broken Weapon  0/0
Reaction: Play immediately after the printed Fate value of your parry card, that you just played, matches exactly to the printed Fate value of your opponent's last thrust card in a duel.  Target an item on your Hero's opponent.  Destroy that item and draw a card from your deck into your hand.
Fate Value: 3

Ceremony of the Hidden Heart  0/6
Night: Bow any Sahir you control.  This Sahir gains 1S/1K and the Khadi trait permanently.
Fate Value: 3

Contest of Wills  0/0
Battle:  Select one of your unbowed Heroes to challenge an opposing Hero to a duel that may not be refused.
Reaction:  Immediately before the Fate Values are revealed in a Raid, your unbowed Hero challenges the opposing Hero to a duel which may not be refused.  If the Raiding Hero wins, the Raid continues as if this City were undefended.  If the Defending Hero wins, the Raid is unsuccessful.
Fate Value: 2

Desert Spring  0/0
Buried Reaction: Play immediately before you bring a Hero or Follower into play, reduce the water cost of that card to zero.
Fate Value: 2

Desperate Reserves  0/0
Reaction: Play immediately after a player declares a Raid or an Attack on you.  You may straighten as many units as you wish at a cost of one water per unit.
Fate Value: 3

Divided We Fall  0/0
Open Omen: All Defending Heroes gain a 1S bonus while this Omen in is in play.
Fate Value: 1

Divination  0/0
Day: Flip over the top card of your deck and discard that card.  You may look at a number of cards in target player's hand equal to the Fate value of that card.
Fate Value: 3

Diving Through the Crowd  0/0
When you play this card as a parry during a duel, until the end of this duel, instead of thrusting, your Hero may bow to cancel the duel.
Fate Value: 3

Faith  0/0
Day: You may discard your entire hand and draw up to you maximum hand size if this is your first action of the turn and you have not brought any other cards into play.
Fate Value: 2

Haggling  0/*
Reaction: Play immediately before another player brings a Hero, item or Follower into play.  Pay copper greater than the printed cost of the card.  The copper cost is raised to be equal to the copper you paid.  If the new cost is not paid, the card is discarded.
Fate Value: 4

Hisham's Healing Shop  2/0
Reaction: Play immediately before a Hero you control is destroyed.  Return him to your home, bowed.  All attached cards and tokens are destroyed.
Fate Value: 2

Khadi Justice  0/0
Night: Play this card if a Khadi is in play. Target a Sahir in play without the Khadi trait. Destroy target Sahir.
Fate Value: 4

Knife Fight  0/0
Day: Target one of your unbowed Heroes to challenge any other Hero in a duel.  The challenged Hero may decline the fight by paying 3 Water.
Fate Value: 2

Know Your Weakness  0/0
Reaction:  Play immediately before you engage one of your Heroes.  Bowed Heroes may not absorb any of the damage.
Fate Value: 1

Let Him Bleed  0/0
If this card is played as a parry card, you Hero takes no damage from the thrust.
Fate Value: 1

Lost to the Sands  0/1
Battle: Remove one attacking unit from the battle.  It returns to its Home bowed.
Fate Value: 3

Lurking Shadows  0/*
Buried Night: Target a holding. Pay copper equal to twice the printed copper cost of the targeted holding to destroy it.
Fate Value: 2

Martyr  0/0
Reaction: Play immediately after a Hero aligned to your Faction that you control is destroyed by another player.  Bring into play from you hand one Hero aligned to your Faction.  This Hero's copper cost is halved (rounded down) and all water costs are waived.
Fate Value: 3

Moonless Night  0/0
Reaction: Play immediately before a Night action takes effect.  The action is canceled and the effects are negated.
Fate Value: 3

No Escape  0/0
Reaction: Immediately before revealing Fate values in a Raid, play this card to create a Battle between the opposing Heroes.  The Defender of this Raid becomes the Defender of the Battle and the Attacker of this Raid becomes the Attacker of the battle.  No water is Raided if the Attacking Hero is destroyed.
Fate Value: 2

Nowhere to Run  0/0
Reaction: Play immediately after an opposing player engages one or more of his cards.  Bow cards in your army at this battle with a combined Strength equal to or greater than the damaged inflicted to negate the damage.
Fate Value: 3

One Dinari  0/0
Reaction: Play whenever you are paying a copper cost to produce one more copper.
Fate Value: 1

One Water  0/1
Day: Produce one Water token on any of your City Sections.
Fate Value: 1

Position is Power  0/0
Day: If you have the Caliph's blessing, switch the Strength and Influence of one Hero you control until the end of the turn.
Fate Value: 3

Qolat Assassin  0/10
Buried Night: Destroy target Hero with Ka less than 4.
Buried Night: Destroy any one Advisor.
Fate Value: 3

Qolat Master  1/10
Buried Night: Target another player's Hero with a Ka less than 4.  All Followers attached to this Hero are destroyed, and this Hero is under your control until the end of the game.  This Hero gains the Qolat trait.
Fate Value: 1

Sabotage  0/0
Reaction: Target a Hero immediately after he successfully raided one of your City Sections.  Water on this Hero may not be distributed at the end of this turn, and the Hero may not straighten next turn.
Fate Value: 3

Sandstorm  0/0
Open Omen: Flying units are assigned before Ground units in all battles.
Fate Value: 3

Seduction  0/0
Day: Bow one of your Heroes to bow another Hero in play with a lower influence.
Fate Value: 2

Sound Planning  0/0
This card may only target one of your unbowed Heroes with a Ka of 3 or higher.
Battle: You may move this Hero's unit to a different one of the Defender's City Sections.
Battle: Destroy an Omen currently in play.
Fate Value: 3

Sudden Strike  0/0
Reaction: Immediately after the assignment phase but before the action phase of a battle where you have a unit. Play this card and target an opposing player. Target player must randomly discard 2 cards from his or her hand.
Fate Value: 2
 
Sun's Anger  1/0
Open Omen: All cards have their water costs doubled.
Fate Value: 2

Swift Revenge  0/0
Reaction: Play immediately after an attack phase, where you were the Defender.  Until the end of the Day phase, you may declare one additional attack even if you already attacked this turn.  You may only attack the player who just attacked you.
Fate Value: 4

The Arrow's Bite  0/0
Buried Reaction: Play immediately before one of your Heroes engages.  Your Hero gains the Archery trait until the end of the battle.
Fate Value: 3

The Heart of the Common Man  0/0
Buried Day: All Heroes in play lose 1S until the end of the turn.  All Followers gain a 1S bonus until the end of the turn.
Fate Value: 1

The Sultan's Tithe  1/0
Buried Day: Target player must pay 1 water.
Fate Value: 2

The Weight of Dreams  0/0
Open Omen: During the end phase, each player may take 1 card from their Saved discard pile and reshuffle it into their deck.
Fate Value: 0

Trials of Desperation  0/0
Battle Omen: For every unit that engages, that player must send home one of his of her unbowed units from the battle (if that player has an unbowed unit to send). The units are sent home bowed.
Fate Value: 3

Umar's Mirror  0/0
Reaction: Play immediately after a spell effect or Jinn effect targets one of your cards.  Redirect that effect to any other legal target.
Fate Value: 3

Voice of Ten Thousand Gods  0/0
Battle Omen: The strength of all Followers in this battle is reduced to 0.
Fate Value: 1

Water From a Mirage  0/0
Day: Play this card on a Hero you control. This Hero may not be targeted by another player until after this Hero performs an action or is targeted by one of your actions.
Fate Value: 2

Wisdom of the Stars  0/0
Reaction: Play immediately after you engage a Hero.  Increase the damage inflicted by the Hero by 2.  Reduce this Hero's Ka by 1 permanently.
Fate Value: 1

With My Brother Beside Me  0/0
Battle Omen: The Attacker or Defender in this battle may, as a battle action, move a unit into this battle.
Fate Value: 1

With the Sun at Our Back  0/0
Reaction: Play immediately after you engage a Defending Hero with at least 1 Strength. The opposing army must destroy at least 1 of their own Heroes or Followers to absorb the damage.
Fate Value: 1

Followers
Advanced Scout  0/+0  0/1/-
No Omens may be played at a battle when the Advanced Scout is in the attacking or defending army at that battle.
Fate Value: 1

al-Zhayn's Trained Peacocks  0/+0  0/2/-
This Hero gains an additional Carry +1.
Fate Value: 2

Archers  1/+0  0/3/-
Archery +2
Fate Value: 1

City Guard  2/+0  0/3/-
Fate Value: 2

Desert Warriors  1/+0  0/5/-
Immediately after bringing Desert Warriors into play, gain water equal to the water cost of the Hero it is attached to.  That water must immediately be place on one of your City Sections.
Fate Value: 2

Elephant  4/+0  2/6/-
All cards in this unit gain the Berserk trait.
Fate Value: 3

Heavy Cavalry  3/+0  1/8/-
Heavy Cavalry gains 2S while attacking.
Fate Value: 3

Moto Steeds  1/+0  0/3/-
This Hero gains an additional Raid +1.
Fate Value: 2

Yodaitai Legions  3/+0  0/8/-
Yodaitai Legions gain 2S when Defending.
Fate Value: 2

Items
Ancestral Sword of the Kirin  /+1  1/9
Weapon * Unique
When controlled by a Moto Hero, Sword gains a 1S/1K bonus for every Moto Hero you control.
Fate Value: 4

Book of the Dead  +0/+1  0/9
Unique * May only be attached to a Senpet Hero.  This Hero gains the Sahir trait.
Night: Bow this Sahir and pay 2 water to bring a Hero that was just destroyed this turn back into play.  Targeted Hero gains the Undead trait.  This may only be done once per turn.
Fate Value: 4

Camel  +0/+0  1/0
This Hero does not bow after a battle.
Fate Value: 1

Crossbow  +0/+0  0/2
Weapon
Hero gains the Archery Trait.
Fate Value: 4

Dhul Fiqar Knife  +1/+2  0/4
Weapon
Fate Value: 2

Flying Carpet  +0/+0  1/8
Hero gains the trait Flying.
Battle: Bow Flying Carpet to move this unit into the current battle.
Battle: Bow Flying Carpet to send this unit home without bowing.
Fate Value: 3

Shielded Armor  +0/+1  0/1
Armor * Cards in this unit may be targeted by Archery.
Fate Value: 4

The Wicked Moon  +0/+0  1/6
Weapon * Unique *
May only be attached by an Assassin Hero.
All successful thrusts from this Hero cause 1 additional point of damage.
Fate Value: 4

Spells
Curse of the Rot Within  0/0
Curse Day: Bow a Sahir you control to bow a Hero.
Fate Value: 1

Dream Magic  1/0
Reaction: Play immediately after another player assigns raiders to any of your City Sections , but before fate cards are played, bow a Sahir you control to send all raiding Heroes home.
Fate Value: 3

Dust to Dust  0/1
Spell
Buried Curse Day: Bow a Sahir you control and target an opposing Hero.  This Sahir and the targeted Hero gain a -2 Ka token.
Fate Value: 1

Harik's Ruby  0/3
Battle: Bow a Sahir you control in this battle to destroy all Heroes and Followers in this Battle with a Strength less than 3.
Fate Value: 3

Jinn of a Thousand Midnights  3/1  2/0
Summon Jinn * Flying * This card enters play bowed.
Day: You must bow a Sahir you control to bring this card into play.
Jinn Battle: Bow to destroy target Omen.
Fate Value: 2

Jinn of Decay  2/3  3/0
Summon Jinn * Flying
Day: You must bow a Sahir you control to bring this card into play.
Jinn Battle: Bow and destroy this Jinn to destroy a Follower or a Hero without Followers in the opposing army.
Fate Value: 2

Jinn of Desire  2/2  1/0
Summon Jinn * Flying
Day: You must bow a Sahir you control to bring this card into play.
Jinn Day: Bow this Jinn and target a Hero you control to switch the Strength and Ka of target Hero until the end of the turn.
Fate Value: 3

Jinn of the New Moon  4/1  3/0
Summon Jinn * Flying * This card enters play bowed.
Day: You must bow a Sahir to bring this card into play.
Jinn Battle: Bow and destroy this Jinn.  Target this battle.  This battle ends and all units return home bowed.
Fate Value: 4

Stories
A Dying Sahir's Tale
Play when one of your Heroes defeats an opponent in a duel who had more Ka than the Hero you controlled.
Reward Reaction: Immediately after your opponent reveals his or her parry, once per duel you may adjust your thrust by +1 or -1.
Fate Value: 4

The Tale of the Last Raid
Play when one of your Heroes destroys an opposing Hero during a Raid.
Reward Open: Bow to give one Hero an additional Raid +2, Carry +1.
Fate Value: 4

The Tale of the Moto and the Senpet
Play immediately after a battle where you were the Defender against an opposing army and no water tokens or City Sections were lost.
Reward Battle: Bow to give a target defending Hero +1S until the end of the current battle.
Fate Value: 4

The Tale of Selqet's Capture
Play when you produce 3 different Night actions in one turn.  Raids and actions performed in Raids do not count for this requirement.
Reward Open: Bow this card to look at another player's hand.
Fate Value: 4

The Tale of the Stolen Heart
Play when immediately after produce the third Jinn effect in the same turn.
Reward Reaction: Bow this card to redirect one spell effect to another legal target.
Fate Value: 4



 Last Updated: September 23, 1998

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Emerald Empire, Legend of the Burning Sands, the Legend of the Burning Sands logo, Shadow of the Tyrant, the Shadow of the Tyrant logo and all related marks, names and characters are tm and (C) 1995-1998 by Five Rings Publishing Group. All Rights Reserved. Card illustrations are (C) 1998 by the credited artists (Jewel of the Desert by Nicola Leonard, Library by Jennifer Ambr, Divination by Pamela Shanteau, Sound Planning by Scott James). Game design by Alderac Entertainment Group.