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Strongholds
Name City Points/Copper Production/Influence
Card Text
Fate Value
City Sections
Name Base Strength/Water Capacity
City Point Cost
Card Text
Heroes
Name Strength/Ka Water Cost/Copper Cost/Influence
Card Text
Fate Value
Holdings/Actions
Name Water Cost/Copper Cost
Card Text
Fate Value
Followers
Name Strength/Ka Bonus Water Cost/Copper Cost/Influence Bonus
Card Text
Fate Value
Items
Name Strength Bonus/Ka Bonus Water Cost/Copper Cost
Card Text
Fate Value
Spells
Name Strength/Ka*
Water Cost/Copper Cost
Card Text
Fate Value
* For Jinn
Stories
Name
Card Text
Fate Value
The City of the Seventh Star 20/4/6
Day: Bow to redistribute as many of your Water tokens between your
City Sections as you would like.
Night: Bow to declare an Attack in this phase. Pay 1 water token
for each unit you assign in this Attack phase.
Fate Value: 2
Underground Lake 1/6
Cost: 5
This card may only put into play by an Ashalan player.
No units may be assigned to this City Section in the Flying Phase.
"So far, the Senpet scouts have not found our treasured secret. But
it is only a matter of time." - Adira
Anbari Khalil 4/4 3/12/3
Ashalan Champion * Council Leader * Carry +2 * Unique
Will only join an Ashalan player
Open: Bow Anbari and destroy any Holding you control. Gain water
on your City Sections equal to the Fate value of the Holding.
Only theree remain from the Council of Twelve, and even the Ishanti Crystal
cannot foretell the fate of her dying people.
Fate Value: 5
Eyla the Protector 2/2 1/6/3
Ashalan Blood Sworn
Eyla gains 2S/2K if she is the only Hero in your army.
The Blood Sworn, Ashalan holy warriors, have their blood spilled upon
the same Ishanti crystal as every servant of the Council before them.
Fate Value: 2
Hojyn 1/3 1/4/2
Ashalan Explorer
Battle: Once per turn, pay one water token to destroy an omen in this
battle.
He chases the sun itself, hoping to find the doomed city of Laramun in
its wake.
Fate Value: 1
Katani 2/3 1/7/2
Ashalan Daughter of Midnight * Sahir
Open: Bow Katani to challenge a Hero with Water tokens attached to
a duel. This duel may be refused if that Hero discards the attached water
tokens.
You have a choice. Leave with my water or leave with your life.
Fate Value: 3
Lammassar 2/4 2/6/1
Ashalan Heart-Seeker * Archery +1
If there are any water tokens attached to the City Section at this battle,
Lammasar may not be sent home from battle by another player's action.
He has collected three hearts in their ivory boxes, and there are three Khadi who cannot raise their hands against him.
Fate Value: 3
Mirali 2/1 1/5/2
Ashalan Guard * Raid +1
Reaction: Immediately after Mirali is assigned to defend against a
Raider with less Strength than Mirali, bow to send that Raider home bowed.
The sewers are yours, with all the filth and putresence you have given it. But the lake below is ours, and I will bleed any man who thinks otherwise.
Fate Value: 2
Samarhad 3/4 0/8/1
Ashalan Sun-Rider
Reaction: Immediately before assigned to a battle, you may play one
action on Samarhad. You may only do this once per turn.
He bought his horse from the Moto... two hundred years ago.
Fate Value: 2
Tarya 0/1 1/4/0
Ashalan Half-Breed
Reaction: Immediately before bringing a Hero into play, bow Tarya to reduce
that Hero's water cost by 1.
Her mother was the council leader of the Ashalan, and her father was a stranger from an unknown land. She's the only child born to the Ashalan in seven hundred years, and she may be the last.
Fate Value: 1
[Note: There is another version of Tarya with 1 Strength and 0 Water cost.
That version is incorrect, but it worth 3 Dinari.]
Assassin
Jamilah 2/2 1/6/2
Assassin Silken Ghost
Opposing Heroes in a duel may not thrust with a Fate value equal to Jamilah's
Influence.
"Spare me, spare me!"
"Not even your weight in copper could buy my mercy."
- Jamilah's Tale, Part One
Fate Value: 2
Ebonite
Manala Shessim 2/1 0/6/2
Ebonite Guardian of the Seven Keys
Reaction: Immediately after Fate cards are revealed in a Raid where
Manala is the Defender, bow Manala to reduce the Fate Value of a card in
this Raid by her Ka as the card is revealed.
Even his most trusted advisors cannot understand why the Sultan retains an Ebonite to guard the Nine Rooms of Golden Wonder.
Fate Value: 2
Jackal
Afshan Jarr 2/3 1/6/0
Jackal
Curse Open: Bow Afshan Jarr and target a Hero with less than 3 Ka.
Target Hero may not use any of his or her special abilities unti the end
of this turn.
"Trust me," the dirty little man said. "Thirty copper pieces is a fair price."
Fate Value: 1
Kalesha Sesh 0/2 0/5/3
Jackal * Unique
Reaction: Bow Kalesha and destroy any number of your water tokens
up to Kalesha's Ka. The player with the Caliph's Blessing must destroy an
equal number of water tokens. If that player is unable to destroy that many,
he or she must destroy all of his or her water tokens.
She has a thousand faces for a thousand friends.
Fate Value: 4
Moto
Moto Marik 2/1 2/8/3
Moto Raid Master * Unique * Carry +2
Marik may assign to Raid a City Section after the Defender assigns his or
her defending units.
The dust clouds parted to reveal two figures. One of them was Marik. The other... -Kara's Tale, Part Five
Fate Value: 3
Qabal
Adil 1/3 0/6/1
Qabal Earthshaker
Adil gains +1S for every Sahir in this army.
"He knows little of sorcery, but what he does know serves us well." -Tabari
Fate Value: 3
Amru 0/2 1/7/1
Qabal Avatar * Sahir * Unique
Amru gains a permanent +1S/+1K Avatar token every time she casts a spell.
We must keep her safe, brothers, for the Caliph hungers for what slumbers inside her soul.
Fate Value: 2
Barda the Hawk 2/2 1/7/2
Qabal Sky Shepherd * Sahir * Flying * Carry +1
"Carpets are for the cowardly. How can you call it flying when there is fabric beneath your feet?"
Fate Value: 3
Dawuud 1/2 1/6/3
Qabal Librarian * Sahir
Day: Bow Dawuud to draw the top card of your deck. If it is a spell,
show it to your opponents and you may put it in your hand; otherwise discard
it.
"They took our knowledge with a shining light, so we shall take it back with a shuddering darkness." - Adil
Fate Value: 2
Hekau 3/5 3/11/3
Unique * Sahir * Flying * Duelist * Qabal Champion * Raid +1 * Will
only join Qabal players.
Hekau may bow to cast two spells at a time. All costs must be paid.
Open: Bow Hekau to challenge a Khadi to a duel which may not be refused.
He is playing a dangerous game. If his Pharoah should discover his treachery, it will mean the end of his plots and schemes, no matter how noble or just they are.
Fate Value: 5
Kurrat al-Ayn 2/4 1/8/2
Ice Sorceress * Sahir * Qabal
All Jinn summoned by Kurrat al-Ayn cost 2 additional water tokens. This Jinn
enters play with a permanent +2S/+2K bonus.
The merchants think she is cursed. If she were not the master of ice magic, she would be exiled with certainty.
Fate Value: 2
Nizam 1/1 0/4/0
Sahir * Qabal Third Apprentice
Nizam may not attach spells with a Fate value greater than 2.
"He has promise, but what is a man's promise worth?" - Kurrat al-Ayn
Fate Value: 2
Tabari 2/3 1/7/1
Qabal Shadowmaster * Sahir
Night: Bow Tabari and discard one card from your hand to target an
opponent. That opponent must randomly discard a card from their hand.
"Do not mistake allegiance for friendship. The only reason he stands with us is to stand with his half-brother Dawuud." - Zenaida
Zenaida 2/3 1/8/3
Qabal Bane of Jinn * Sahir
Day: Bow to challenge a Jinn to a duel. Targeted Jinn may refuse the
duel of the Jinn's controller pays 2 water. If Zenaida wins a duel against
a Jinn, you take control of that Jinn until the end of the game. Zenaida
is destroyed if loses the duel.
Fate Value: 3
Ra'Shari
The Grey Woman 0/4 1/7/2
Ra'Shari Grandmother * Unique * Sahir
The Grey Woman may cast Curses for free.
Reaction: Immediately after a curse targets one of your cards, bow
The Grey Woman to negate the effects of the curse.
"I tell fortunes for those who are ready to hear them. It is not always wise to know your own destiny. Are you ready?"
Fate Value: 4
Senpet
Atep 2/2 0/6/1
Senpet Sergeant
Battle: Bow to give all Followers in this army a 1S bonus.
"Get up!" he shouted. "I haven't given you permission to die!"
Fate Value: 2
Unaligned
Dena 2/2 1/6/1
Unaligned Thief * Criminal
Night: Bow Dena and target a Hero with an attached Item in play. Draw
a card from your deck. If the fate value of that card is higher than the
fate value of target Hero, take the attached Item and attach it to Dena.
She doesn't know what it is, but cats certainly seem interested in it.
Fate Value: 1
Golem */+1* 2/*/0
Berserk * Non-human * Bow at least one Sahir you control to bring
this card into play.
Golem gains +1S/+1K for every Sahir you bow while bringing Golem into play.
Pay copper cost equal to twice the number of Sahir bowed.
At the end of the Dawn Phase, bow a Sahir you control in order to keep Golem
in play.
Fate Value: 4
Gullet 4/3 0/8/0
Undead Ghul
May only attach Undead Followers
Night: Bow and attach a 1S/-1K Undead Follower token on any other
unbowed Hero you control. Undead Heroes are not affected by the -1K penalty.
"Mine? Miiiiine..."
Fate Value: 2
Julianna Barakah 2/4 1/7/2
Sand-Pirate Wind-Bound * Unaligned * Sahir
Battle: Bow Julianna and move a unit you control from another battle
to this battle.
Sister of the "Sultan of the Sands," her mystical skills have aided Janan's escapades - and escapes - for years.
Fate Value: 2
Matsu Gohei 0/3 1/7/0
Lion Clan Butcher * Samurai * Unique * Unaligned * Tactician
Gohei gains 2S while attacking.
Commanded by his Clan to take the Scorpion from the Emerald Empire, Gohei has to trade his skills for a single drink of water. Alone and without allies, his only goal now is to find a way home.
Fate Value: 3
R'adijr, the Thunderfoot 7/3 4/8/0
Giant * Non-human
In the End Phase, destroy a Follower attached to R'adijr or R'adijr is destroyed.
"Me like horses. Tasty..."
Fate Value: 1
Rahjid 1/3 1/7/3
Rakshasa Ambassador * Unaligned
Rahjid may not be targeted with spells.
Political Open: Bow Rahjid to move the Caliph's Blessing one player
clockwise.
The silent figure stands in the Sultan's court, never speaking a word. But as they argue, he watches... and plans.
Fate Value: 3
San'a 3/3 1/10/4
Khadi Mistress of Mercy * Sahir * Unique
Heroes with Followers are not immune to engagements from San'a.
"She is too young to understand the consequences of her actions," Ghiyath
protested.
"So much the better," the Caliph snarled.
Fate Value: 4
Shosuro Hametsu 2/2 1/7/1
Scorpion Clan Poison Master * Unique * Unaligned
Open: Bow to give a Hero you control a Poison token. Heroes with Poison
tokens may perform the following the action; Reaction: Immediately
after unsuccessfully defending a Raid at a City Section, bow and destroy
one Poison token to replace one of the water tokens on the opposing Hero
to a -2K token.
Fate Value: 3
Tasir 3/2 2/7/1
Khadi Silencer * Sahir * Unique
Battle: Bow Tasir to challenge an opposing Hero to an unrefusable
duel. If the opposing Hero loses, he is immediately returned to his controller's
hand.
"You cannot ignore me. You cannot defeat me. You can only pray for mercy that I will not give."
Fate Value: 4
The Caliph 2/3 1/8/5
Unique * Khadi * Sahir
Reaction: When returning a Khadi to play from the Buried pile, bow
the Caliph to reduce the water cost to zero. The Caliph gains a -1K exhaustion
token.
She sees the same fire in Hensatti's eyes that she once saw in the Sultan's. She captured that fire once; she can do it again.
Fate Value: 4
Holdings
Al-Balah 1/3
Bow to produce 3 copper for any Follower.
Reaction: Immediately after the end of a battle, bow and destroy Al-Balah
to straighten one unit.
What do you mean you don't need a camel? Everyone needs a camel.
Fate Value: 1
Baha al-Din 1/6
Advisor
Reaction: Immediately after the Flying Assignment phase, bow Baha
al-Din to assign one unit to control to a battle.
"Be warned, my lord. Every ally you have made has become an enemy," he whispered to the Sultan as the khadi dragged him from his chair beside the Sultan's throne.
Fate Value: 4
Bazaar 1/7
Bow for 4 copper.
Battle: If you have the highest number of copper producing holdings
in play, bow and destroy this Bazaar to send one opposing Unit home.
Anything your heart desires can be found in the bazaar, for a price.
Fate Value: 3
Blacksmith 1/5
Bow to produce 2 copper.
Open: Bow this Blacksmith and pay 1 copper to attach a 2S/2K weapon
token on a Hero you control.
I don't need magic to kill a man. Steel is good enough for me.
Fate Value: 3
Glass Blower 2/5
Advisor
Open: Bow and destroy Glass Blower to produce an elixer token on any
Hero you control without an elixer token.
Any Hero with an elixer token may perform the action Day: Destroy
the elixer token to gain +2S/-2K or -2S/+2K until the end of the turn.
Fate Value: 1
Jenna's Shop of Wonders 1/2
Bow to produce 2 copper.
Battle: If the Shop of Wonders is controlled by a Qabal player, bow
and destroy the Shop of Wonders to destroy any omen in play.
Only one thief has ever tried to steal from little Jenn's shop, and if you look very closely, you can still see him screaming in her blue crystal ball.
Fate Value: 3
Muhad'di 0/3
Advisor
Bow to produce 1 copper plus 2 copper for each Story card you have in play.
Day: Bow and destroy Muhad'di to retrieve a Story card from either
of your discard piles into your hand.
"Only one man can tell stories better that Muhad'di," the thief said.
"And that would be you?" asked the Caliph.
"Why, thank you for the compliment, my Lady" he replied.
- The Tale of the Caliph and the Thief
Fate Value: 3
Mulah's Coffee House 1/1
Bow and pay 1 water token to produce 3 copper.
Open: Destroy Mulah's Coffee House to put a Story Card into play.
This Story Card does not count towards the Story Victory. At the end of the
turn, the Story Card is discarded.
No one really goes to Mulah's for the coffee, they all want to hear about his grandfather and that rascally mule.
Fate Value: 1
Small Well 1/2
If this holding is brought into play by an Ashalan player, the water cost
is zero.
Bow to produce 2 copper.
A thousand years ago, a great magical catastrophe shook the land, turning everything into ashes and dust. Lord Moon must restore the balance, and his lost daughter is the key to waking him from his dreaming sleep.
Fate Value: 2
Actions
A Sahir's Doom 0/0
Reaction: Play immediately after a Sahir summons a Jinn into play.
That Sahir is bowed and remains bowed until that Jinn leaves play.
"And you will never know, little Khadi, who betrayed you. But soon, very soon, all the world will know why." - Tahir
Fate Value: 4
Across the Desert at Midnight 1/0
Night: Create an Attack phase against your opponnents if you have
not declared an attack this turn.
Day: Create a Raid phase against your opponents. You may not Raid
again this turn.
"The night is our ally," the Old Man said.
Fatima shook her head. "But it does not have to be our only ally."
Fate Value: 1
Allies in the Crowd 0/0
Night: Play this card to bring a Hero into play from your hand. All
costs must be paid.
The carnival will draw an audience, and from the audience we will find the men we need.
Fate Value: 1
Dark Alley 0/0
Reaction: Play immediately after one of your Heroes enters a duel.
Until the end of the duel, your opponent may only parry from his deck.
The Ra'Shari stopped, his heart pounding. He looked at the shadowy figure and the flash of the blade. "Did you think you could hide forever?" the shadow whispered just before it fell on him, smothering his scream with darkness.
Fate Value: 1
Dharr's Vow 0/0
Reaction: Play immediately after a Hero you control is destroyed with
an attached Item or Follower. Retrieve that Item or Follower from your discard
pile and attach it to one of your unbowed Heroes.
He watched from the safety of the basket as they tore his master apart and silently, vowed revenge...
Fate Value: 3
Duel of Wits 0/0
Day: One of your unbowed Heroes challenges another Hero to a duel
which may not be refused. Compare Influence vs. Influence instead of Ka (Zero
Influence Heroes are considered to have 1 Influence), but otherwise treat
this as a nomral duel. The loser pays up to 2 water tokens to the winner
if possible. The loser does not die as a result of this duel.
Fate Value: 2
Jackal Ambush 0/0
Reaction: Play immediately after you destroy an opposing Hero. You
gain water equal to the Influence of that Hero on any one of your City Sections.
"I am not after your life," the thug said through rotten teeth. "I am after something entirely more valuable."
Fate Value: 4
Kara's Last Stand 0/0
Reaction: Play immediately after the assignement phase of a battle,
but before the actions phase of the battle. Bow one of your units in your
army to send an opposing unit of equal or lower strength home from the battle
unbowed.
The Senpet riders came from the west and Senpet chariots charged from the east. She turned the horde about, but there was nowhere left to run. -Kara's Tale, Part Four
Fate Value: 2
Offensive Terrain 0/0
Battle Omen: All Ground Heroes in this battle engage for an additional
2 damage.
The Yodatai bore the lost banner of the Ki-Rin, hoping to make peace with the Moto guardians of the oasis.
Fate Value: 1
Patience 0/0
Open: Play this card as your action. This action produces no effects
and does not count as passing your turn.
"A man who cannot watch and wait sees beauty in nothing..." -The Forty-Seven Sayings of Mekhem
Fate Value: 2
Poison 1/1
Reaction: Immediately after a successful thrust, play this card to
double the damage of that thrust.
"It's not what you see that hurts you. And what you don't see can kill you." -Fatima
Fate Value: 3
Praying at the Wall 0/0
Open Omen: All Fate values greater than 3 are reduced to 1.
"There are more points of light within the sky than we have the vision to see... yet." -Duqaq
Fate Value: 2
Run for your Life 0/0
Reaction: Play immediately after one of your Heroes engages to return
him home Bowed.
"Yodatai knights, Senpet spearmen, and Moto raiders. As if the Khadi weren't bad enough." -Adnan
Fate Value: 1
Sewer Expedition 0/0
Day: Draw the top card of your deck. If that card's Fate value matches
your Stronghold's Fate value then search through your deck, take one card
and put it in your hand. Reshuffle your deck.
"There are treasures down there, I tell you! There must be!"
Adnan shook his head. "What treasure is worth your neck?"
-The Tale of Aziz and the Ghuls, Part One
Shadow Ambush 0/0
Night: Bow a Ghul you control and target an opponent. Target player
draws 2 less cards in his or her end phase, to a minimum of zero.
Their souls were stolen long ago, but their hunger never died.
Fate Value: 3
Slaves of the Senpet Temple 0/0
Day Omen: As a Day action, each player may pay 2 copper to attach
a 1S Slave Follower token on a Hero they control.
An army does not move on food alone; it requires the blood of slaves to cleanse its joints.
Fate Value: 1
Small Betrayals 0/2
Day: Play this card and target 1 water token on an opponent's City
Section. Move that water token to any other one of that player's City Sections.
"I saw the courtesan talking to Fatima," the guardman said. "No, you didn't," Haroun replied.
Fate Value: 2
Stand Together 0/0
Battle: All allies in your army gain 2S.
"We all pay homage to Lady Sun, my dear Ambassador, even if we pray to her with a different name." -The Caliph, Protector of the Golden Amulet, Seeker of Truth, and Advisor to the Ever-Faithful
Fate Value: 3
Strange Bedfellows 0/0
Open Omen: All Heroes not aligned to their controlling player's Faction
gain +1S/+2K.
When Mendi-Duad returned Kesseth to his people, the Senpet sahir owed them a great a debt of thanks. The Ashalon had ideas for the method of their payment... -Kesseth's Tale, Part Four
Fate Value: 1
Taja's Lesson 0/0
Battle: Target opposing Hero must absorb 2 damage.
Reaction: Play immediately after one of your Heroes uses Archery to
engage. You may split the damage inflicted between two different units.
The man who strikes from a distance is the man who wishes to end the conflict decisively.
Fate Value: 3
The Blood of a Jinn 1/0
Reaction: Play immediately after one of your Heroes is destroyed by
engaging damage. Any leftover damage is negated.
It can heal any wound, but the soul suffers in the body's place.
Fate Value: 1
The Blood of the Prophet 1/1
Day: Target a bowed Hero in play. Targeted Hero remains bowed until
the controller repays the water cost of that Hero as an Open action.
They say that if your soul is a holy soul, you can drink it and live. Apparantly there are many wicked souls in the city...
Fate Value: 3
The Fist of the Scarab 0/0
Reaction: Play immediately after one of your Heroes engages. Target
and bow another Hero of the same Faction in your army. The engaged damage
is increased by the Strength of the targeted Hero.
"If you will not listen to my words, perhaps I will use a language that is easier to understand." -Qer Apet
Fate Value: 2
The Sahir and the Goddess 0/0
Open Omen: All players must pay one water for each Jinn they assign
to attack in a battle.
Hekau's sorcery smashed the Khadi until his heartless blood oozed from
his ears. He knelt beside the little girl. "Is there anything I can do?"
he asked.
She nodded and pointed at the bleeding mess in the corner. "Teach me to do
that," she said. -Amru's Tale, Part One
Fate Value: 4
The Wrath of the Black Stone 0/0
Reaction: Play immediately after a players plays an omen. That player
must pay 2 water. If that player does not or is unable to pay the water cost,
that player's rightmost City Section is destroyed.
"Those who are worthy are brought into the circle. Those who are unworthy pay the ultimate for false pride." -Manala Shessim
Fate Value: 4
To Avenge the Fallen 0/0
Battle: Target Hero you control gains 1S for every Hero in your Buried
Discard pile.
"The Moto speak of their ancestors, and not dishonoring the names of those who fell before them. We could learn much from such a philosophy." -Abresax
Fate Value: 1
Visions of Solace 0/0
Battle: Water tokens abosrb an additional point of damage at this
battle.
The oases of the Burning Sands can tempt a man with dreams... then break him with truth.
Fate Value: 3
We Have One Chance... 0/0
Reaction: Play immediately before one of your Heroes is destroyed
in a duel. Another Hero you control is destroyed instead.
The sahir looked me, then looked at the open doorway where we could hear the sounds of guards rushing up the stairs. "We have one chance," he said, his face shifting to look more like mine. "Good luck, effendi!" he shouted and he leapt out the window. I heard the guards chase after him, and wondered why the Qabal had taken such an interest in my welfare. -Adnan's Tale
Fate Value: 3
Followers
Bandits 1/+0 0/2/-
Battle: Pay 3 copper to give Bandits a 1S bonus until the end of the
turn. This may be done more than once per battle.
"I have to give the Moto half of what I bring, and the sand pirates take the other half." -Ravi Trademan of the Ivory Kingdom
Fate Value: 1
Bodyguard 0/+2 0/5/-
Reaction: Immediately after you miss a parry from your deck. Bow the
Bodyguard to replace that parry card with another card from your hand.
"Stand aside my Lord, I will dispatch this cur."
Fate Value: 3
Eunuchs 1/+0 0/4/-
No reactions may be played in a duel this Hero is in.
"A man without needs is a man who cannot be tempted." -Hensatti
Fate Value: 3
Lakeisha's Sky Raiders 3/+0 0/6/-
Flying
They swooped from the sky to snatch their charge from the jaws of death. He smiled as he fought, stretching his hand up to meet theirs. He knew he would not die this day.
Fate Value: 2
Light Cavalry 2/+0 0/5/-
Reaction: Immediately before a unit is sent home from battle, bow
Light Cavalry to cancel the action.
"They send camels against us. Camels! What can they do, spit on us?"
Fate Value: 1
Lizard of Water and Fire 3/0 1/6/-
Battle: Once per battle, you may discard one Water to double the Lizard's
Strength. This unit is destroyed at the end of the turn.
Water... fire... all came from dust, and to dust, it will return.
Fate Value: 2
Sewer Ghuls 3/* 1/4/-
Undead Ghul * This unit may not be assigned to a Raid.
This Hero gains a -2K penalty while Sewer Ghul is attached. This penalty
does not affect Undead Heroes.
"Well, either he found what he was looking for, or what he was looking for found him..." -The Tale of Aziz and the Ghuls, Part Two
Fate Value: 1
Spearmen 2/+0 0/4/-
Archery -1
Spearmen gain +1S while Defending
"Soraph turned and embedded his weapon into the slave lord's side. There would be no more time to think of the consequences. And there would be consequences." -The Tale of Soraph the Free Man, Part One
Fate Value: 1
Spy 0/0 0/3/-
Reaction: Bow the Spy immediately after this unit is assigned to a
Battle to randomly select one card from one of your opponent's hand. That
card is placed face-down and may not be used in this battle for any reason.
That card is returned to your opponent's hand immediately after the battle
ends.
My lord, the Ashalan have a goal and the means to achieve it.
Fate Value: 2
Items
Black Steel Sword +3/-1 1/7
Weapon
Battle: Bow this Hero to challenge a Jinn in play to a duel that may
not be refused.
It is not a real sword and it has never known the heat of an anvil. It is something else... something that the jinn...
Fate Value: 2
Crysteel Sword +1*/+1* 0/4
Weapon
Crysteel Sword gains a +2S/+2K bonus if this Hero is facing a Sahir in a
Battle or Duel.
"Sand can kill you, whether it is a blade of glass or an ocean of unbroken heat." -Mayun the Sandsmith
Fate Value: 2
Ntzoke's Amulet of Night 0/+0 0/5
This Hero's Influence is increased by 2.
It reflects the darkest recesses of the human soul, and turns men's deepest lies against them.
Fate Value: 3
The Khadja +2*/+2* 0/8
Unique * Weapon
May only be attached to an Ashalan Hero.
Reaction: Immediately after this Hero destroys one or more water tokens
in an engagement, attach those water tokens onto this Hero.
The sand from this weapon was gathered the day of Lady Sun's wrath. A thousand years later, it still holds that terrible power.
Fate Value: 4
The Three-Sided Seal of Sul 0/0 0/9
Unique * May only be attached to a Qabal Sahir.
Day: Bow this Hero to bow target Jinn.
Night: Bow this Hero to search your deck for any Jinn card, show it
to your opponents and put it in your hand. Reshuffle deck.
The knowledge we've gained has given us power, and given us some powerful allies.
Fate Value: 4
Tome of Summoning 0/0 0/5
May only be attached to a Sahir.
Night: Bow this Sahir and destroy this item to seach through your
deck for one Hero card. Show that card to your opponents and put it in your
hand.
With every turn of the page, another name vanishes; at the last comes your own...
Fate Value: 3
Zinan's Flying Carpet 0/0 0/3
Magic Carpet
This Hero gains the trait Flying
"The greatest tales weave themselves." -Zinan
Fate Value: 3
Spells
Afshin 1/3
2/1
Summon Jinn of Earthly Pleasures * Flying * May not attach Followers
Day: Bow a Sahir you control to summon Afshin into play.
Jinn Open: Bow Afshin and draw and discard a card. If the Fate value
on the card is even, Afshin produces 1 water on one of your City Sections.
"Share?!"
Fate Value: 3
Ashim's Rainbow Shield
0/4
Open: Bow a Sahir you control and target a Hero in play. This Hero
gains a number of Rainbow tokens equal to the casting Sahir's Ka. While absorbing
damage from an egagement, this Hero may destroy any number of attached Rainbow
tokens to reduce the damage by one per token destroyed.
Fate Value: 3
Book of Nine Hundred and Ninety-Nine Pages
0/4
Buried Day: Bow one of your Sahir and draw the top card of your deck.
If the Fate value of that card is lower than the Fate value of your Sahir,
gain 3 water tokens on the Sahir.
"It's a bunch of squiggles, how am I supposed to know what it says? All I know is that the last guy who read it exploded. Isn't that magic enough?" -Adnan the Ever-Wary
Fate Value: 3
Hakhim's Seal
0/0
Open: Bow a Sahir you control to give all Jinn you control 1S/1K until
the end of the turn.
Hakhim was the first Sahir, and from him, the riddles of the seal were unlocked forever.
Fate Value: 3
Heart of the Beast
0/3
Day: Bow Sahir you control and target a Hero you control. Targeted
Hero gains +3S/-2K until the end of the Day.
You seek men who can take the form of animals. But you should be looking for the animals who take the form of men.
Fate Value: 2
Jinn of Infinite Eyes */*+1
0/7
Summon Jinn
Night: Bow a Sahir to bring this card into play. This Jinn gains +1S/+1K
for every other Jinn in play.
Fate Value: 3
Kai 0/2
2/2
Summon Jinn of Hungry Dreams * Flying
Day: Bow a Sahir you control to bring this card into play.
Jinn Open: Bow this Jinn to increase the Strength of a Hero by Kai's
Ka until the end of the turn.
She summoned the dream-eater to devour the Khadi's nightmare plague. Soon she would be able to rest again.
Fate Value: 4
Mind Control
0/2
Curse
Bow a Sahir you control and target a Hero with less than 4 Ka. Targeted Hero
must attack this turn if possible.
"The Khadi are weak, my dear. Certainly no trouble for a killer such as you..." -Afshan Jarr
Fate Value: 2
Spirit Blade
0/3
Reaction: Immediately before a Hero you control enters a duel, bow
a Sahir you control. Your Hero may play two thrusts at a time instead of
one; each thrust must be parried separately. If your Hero dies, this Sahir
is also destroyed.
My words can hurt you, my hands can wound you, but my soul can kill you.
Fate Value: 2
Tahir 2/4
3/1
Summon Jinn Lord of Smokeless Fire * Flying
Archery +4 * Unique
May not attach Followers * Tahir enters play bowed.
Night: Bow a Sahir you control to summon Tahir into play.
"You dare bind me, who has lived six-score thousand years beneath the bowels of the world?!"
Fate Value: 3
Story
The Tale of the Four Goddesses
1 Story Point
Tale Reaction: Play immediately after one of your Sahir destroys another
Sahir in a duel or through an engagement.
Reward Reaction: Immediately after one of your Sahir casts a spell,
bow to produce 1 water toekn on one of your City Sections.
The ancient scroll tells of four goddesses that will awaken the moon, my Pharoah. We have already captured one, and my spies tell me the Qabal have the second.
Fate Value: 4
Emerald Empire, Legend of the Burning Sands, the Legend of the Burning Sands
logo, Shadow of the Tyrant, theShadow 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.