Legend of the Burning Sands


Legend of the Burning Sands
Episode 3: Black Hand, Black Heart

Reading this page -

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
Card Text
Fate Value

Holdings and Actions -
Name   Water Cost/Copper Cost
Card Text
Fate Value

Items -
Name   Strength Bonus/Ka Bonus   Water Cost/Copper Cost
Card Text
Fate Value

Followers -
Name   Strength/Ka Bonus   Water Cost/Copper Cost/Influence Bonus
Card Text
Fate Value

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

Story -
Name
Card Text
Fate Value


Strongholds
Ebonite Temple of the Black Stone
  21/3/7
Open: Bow the Temple of the Black Stone. Until the end of the turn, each Water token attached to a City Section can be discarded to absorb 2 points of damage while you are the defender.

"The temple was erected in honor of our god and to protect the world from theirs." - Balance
Fate Value: 1

Jackal City of Bones   19/4/4
If the City of Bones is unbowed, immediately after one of your Heroes destroys one or more opposing Heroes in a duel or battle, attach a 1S Undead Ghul Follower to a Hero you control.
Fate Value: 3


City Sections
The Maze   2/5
Cost: 5
Every defending Hero with less than 2 Influence gains +1S in a battle at this City Section. No units can be moved into or out of a battle at this City Section. Every Jackal Hero gains +1K in a battle at this City Section.

His observations of the Qabal had proven fruitful. As the men and women of the Maze scattered like so much vermin, he considered the words he had overheard the Senpet say about this "prophecy" and how it affected the Jackals.

The Sewers   1/5
Cost: 4
Every Hero and Follower without the Undead trait has a -1S/-1K penalty while at a battle at this City Section. Ebonite Heroes in a battle at this City Section gain the following ability. Battle: Bow this Hero to destroy an opposing Undead Follower or an Undead Hero without attached Followers.

Kara asked about the terrible figures in the sewers above. The Ashalan answerd, "They are ghuls, harvested from the worst atrocity of men. But they have their uses."


Heroes
Assassin -

Chandra   2/2   1/8/3
Jackal * Assassin * Unique * Experienced
Reaction: Immediately after Chandra enters a duel against an opponent with an Item, bow Chandra to negate all effects of that Item for the duration of the duel.

"When you cannot seduce your enemy, seduce the one he loves."  - from The Forty-Seven Sayings of Mekhem

Fate Value: 3

Fatima   2/3   1/7/3
Assassin First Born * Experienced * Unique * Undead
Fatima can remain bowed.
Day: Bow Fatima and target an unbowed Hero with less than 4 Strength. The target Hero's controller must declare an Attack Phase and attack with that Hero this turn, if possible.

"What am I becoming...?"

Fate Value: 3

Ebonite -
Ashalla   2/5   1/7/2
Ebonite Sorceress * Sahir
Spirit Day: Bow Ashalla and discard one Jinn card from your hand. Target one Hero you control, who gains +2S/+2K until the end of the turn.

"In every man, there is a monster. Draw it out, and it may be expunged."

Fate Value: 2

Balance   1/3   1/6/4
Ebonite Judge
Reaction: Immediately after a Hero successfully completes a raid, bow Balance and target that Hero. The controller of the Hero draws the top card of his or her deck. If the Fate value of that card is higher than the Influence of the Hero, the Hero cannot straighten next turn.

Fate Value: 2

Enigma   1/2   1/6/3
Ebonite
Reaction: Immediately after one of your Heroes wins a duel or destroys an opposing Hero in a battle, bow Enigma to give your Hero a +1S/+1K Valor token. Heroes cannot attach more Valor tokens than their Influence.

"To destroy the enemy, we must understand him. To do that, we must become him."

Fate Value: 3

Jubal the Knife   3/3   1/8/1
Ebonite
Reaction: Immediately before engaging, Jubal gains +2S.  Attach a -1K token to Jubal after the battle.

"His ferocity will make an excellent addition to our growing forces. His temper will ensure that he is never judged by the Stone."

Fate Value: 2

Judgment   4/5   3/13/4
Ebonite Crusader * Champion * Duelist * Unique
Judgment will only join an Ebonite player.
Battle: If you are the Defender, you can bow Judgment to engage an attacking army. You may do this even if Judgment is not in the defeding army or assigned to any battles. Followers in his unit cannot engage in this manner. You must have a unit in the battle to use this action.

Fate Value: 5

Kalib al Asim   3/2   1/8/1
Ebonite Wolf-Master
Reaction: Immediately after an opposing Hero with a lower Strength than Kalib leaves the battle, bow Kalib to destroy that Hero.

There is always the chance that we can lose control, that the primal natures within us can consume our humanity. Kalib is one who flirts with the beast within.

Fate Value: 2

Pashal   2/2   0/5/0
Ebonite Squire
Pashal cannot refuse a duel.
Battle: Bow Pashal to bow an opposing Follower.

"What is this? It is the Awakening. It is the future." - Judgment

Fate Value: 1

Templar Master of Stars   0/3   1/6/2
Ebonite * Sahir
Spirit Reaction: Immediately before you or one of your cards is targeted by an action from an Undead card, bow Templar to negate the effects of that action.

Nepherus once trained her in the cycles of Ra, but now she has found a new purpose...

Fate Value: 2

The Twins Janan   2/3   1/7/2
Ebonite
Day: Bow the Twins to draw two cards from the top of your deck. Take one card, show it to your opponents, and put it in you hand. Discard the other card to your Buried discard pile.

"Beg us both for mercy and see which one gives it."

Fate Value: 2

Yodajin Templar   4/4   1/9/3
Ebonite
Undead cards cannot absorb damage from engagements of Yodajin unless Undead cards are the only cards in the opposing army.

He shares his people's fury, but not their prejudice.

Fate Value: 3

Jackal -
Asadhel Jumah   0/2   1/3/1
Jackal Thief
Reaction: Immediately before a Hero with an Item in the opposing army engages, bow Asadhel and pay the Copper and Water costs of the Item to attach that Item to Asadhel. Asadhel must be able to legally attach the card.

The only soul he cannot steal is the one he desires most.

Fate Value: 1

Enala   5/3   2/12/3
Jackal Champion * Duelist * Unique
Enala will only join Jackal players.
Undead Followers attach to Enala for 2 less Copper.
Spirit Reaction: Immediately after you bring a card into play, bow and destroy an Undead Follower attached to Enala to reduce the Water cost of that card by the Fate value of the destroyed Follower.

Fate Value: 5

Seff Seven-Fingers   2/4   1/7/1
Jackal
Seff gains 2S if this army has at least one other Hero and all other Heroes in the army are Jackals.

Seff is very much like his old friend, Janan. They both love adventure, wine, and women. Many scandalous affairs begain as a result of their competitive nature - until Seff took a liking to the Caliph. Now the Caliph has four trophies of their time together.

Fate Value: 3

Sibirah   2/2   1/6/2
Jackal
Battle: If y ou control a unit in the current battle, attach a -1K Exhaustion token to Sabirah and move Sabirah into the current battle. Remove the Exhaustion token at the end of the turn.

"No one pays attention to the Khesir. They are pitiless, wretched, lost souls. We have given them a home and a purpose." - Wardah the Urchin-Mistress

Fate Value: 2

Wardah the Urchin-Mistress   2/2   0/5/1
Gypsy Jackal
Reaction: Immediately after an engagement from an opposing army, bow and destroy Wardah to absorb the damage as if Wardah was in the battle. You can use this action if you have no units in the battle.

"Every lost soul has a story to tell. I simply wait for them to come to me and collect them."

Fate Value: 1

Yaminah   3/4   2/7/2
Jackal
Battle: Bow Yaminah to move an unbowed Hero you control from another battle to this battle.

She would just as soon capture a man's heart as his soul. She is the worst kind of villain-beautiful, exotic, and completely aware of her charms.

Fate Value: 2

Moto -
Jangir   2/4   2/8/1
Jackal * Moto Shugenja * Sahir * Unique * Experienced
Reaction: Immediately after the resolution of a raid in which Jangir is involved, return Jangir's raiding Fate card to your hand.

"We know of your prophecy, and now we know how to prevent it." - Monkey Man

Fate Value: 3

Kiyoshi   4/4   3/13/2
Moto Tar-Khan * Experienced * Unique * Raid +1
Kiyoshi will not enter play if you have Gaheris in play.
Kiyoshi cannot attach Followers.
If Kiyoshi takes a City Section's last Water token in a raid, that City Section is destroyed, regardless of its Strength.

"Kara, your beloved Gaheris is dead, and soon all of Medinaat al-Salaam will follow."

Fate Value: 4

Qabal -
Labib al Hatim   3/3   1/8/1
Qabal Sahir
Every Event action costs 1 additional Copper to play while Labib is in play.
Battle: Bow Labib to straighten another Hero with a lower Strength in this army.

"More have learned our secret. How much death will the Star demand?"

Fate Value: 3

Senpet -
Qer Apet   3/3   2/9/2
Senpet * Berserk * Experienced * Unique
Qer Apet gains +1S when attacking.
Reaction: Immediately before a Hero you control with an attached, unbowed Follower is destroyed in this battle, bow Qer Apet to attach that Follower to Qer Apet.

Fate Value: 4

Ramontet   3/4   1/9/3
Jackal * Senpet Strategist * Unique * Experienced
Battle: Bow Ramontet and target a Hero in the opposing army with a Ka lower than Ramontet's. Cards in that unit cannot engage in this battle.

"Thank you for the advice, Hekau. Soon, we shall have both hands." - Enala

Fate Value: 3

Unaligned -
Bayushi Tangen   3/3   1/7/1
Scorpion Clan Martyr * Unaligned * Unique * Experienced
Reaction: Immediately before Tangen is destroyed, bow him and draw the top card of your deck. If the Fate value of that card matches Tangen's Fate value, he goes Home bowed instead of being destroyed.

"Those foreigners reek of disaster and sin."

Fate Value: 3

Felah Hassan   1/1   0/5/0
Unaligned Sahir
A Qabal or Senpet player must pay an additional 2 Copper to bring Felah into play.
Reaction: Immediately after one of your Water tokens is destroyed, bow Felah to attach a new Water token to the location at which the former one was just destroyed.

It is not certain if he was mad before he bit Tashima, but his words have grown wild and mysterious all at once.

Fate Value: 1

Haythum Za'nul   3/3   1/8/0
Unaligned
Battle:
Once per turn, send one opposing Flying unit Home from this battle, bowed.

He hunts Janan for copper and glory. His collection of priceless treasures will be complete with the head of Janan and the hand of Julianna. - The Tale of the Last Pirate, Part One

Fate Value: 2

Hitomi Tashima   3/5   2/11/1
Dragon Tattooed Man * Experienced * Unaligned * Unique
Tashima can attach the Obisidian Mirror without cost.
This unit cannot be sent Home from a battle or raid by another player's card effect.
Open: Bow to challenge any Hero with an attached Item with a Fate value of 2 or higher to a duel that cannot be refused. An Item token is considered to have a Fate value of 0.

Fate Value: 4

Matishiya   2/4   1/7/3
Sahir * Flying
Matishiya cannot summon Jinn.
Open: Bow Matishiya and target a Hero with the Flying trait. The target Hero loses the Flying trait until the end of the turn.

"I am a free sahir, but I am not Qabal. Summoning jinn is dangerous business, far moreso than anyone yet realizes..."

Fate Value: 2

Rohshem   2/2   2/7/0
Unaligned Panther * Flying * Nonhuman
Rohshem cannot attach Followers.
Rohshem gains +2S/+2K during the Night Phase.

"We have hidden from man for centuries. Some of us hide in plain sight, others, beyond the veil of darkness." - Rahjid

Fate Value: 3

The Ferryman   0/1   0/6/2
Unaligned * Carry +1
You can assign the Ferryman to raid with another Hero. You can assign a raiding Fate value card to each Hero. The total of the two raiding Fate values is your total raiding Fate value.

Fate value: 1


Holdings -
Burning Marketplace   0/4
All Spices in play produce 1 less Copper.
Bow to produce 3 Copper.
Night: Bow and destroy Burning Marketplace. Target another Holding in play. The targeted Holding is destroyed unless its controller pays 1 Water.

The Senpet and Qabal sahir traded magical volleys, but the marketplace suffered. - Amru's Tale, Part Three

Fate Value: 1

Gold Merchant   1/3
Bow to produce 3 Copper.
Bow to produce 5 Copper when bringing an Experienced Hero into play.

"Jasmin will you that my gold will tarnish. But what she will forget to tell you is that her silver is fake." - Qarajah

Fate Value: 1

Lady Sun's Temple   0/4
Fortification
Every Non-Human hero in a battle at this City Section suffers a -2K penalty while in the battle.

"I do not understand these people," Abresax said flatly. "They build themselves temples in honor of she who destroyed their world."
"They are atoning," Nepherus replied. "They believe that they are at fault for the Day of Wrath."

Fate Value: 3

Mubarak   0/4
Advisor * Holy Man * Unique
Open: Bow Mubarak and pay 1 Water. Until the end of the turn, any players wishing to declare an attack against you must pay 2 Water to do so.

Duqaq wanders the alleys and quarters of the city, preaching of things etched in the heavens and the spaces beyond.

Fate Value: 4

Noble House of al-Haffit   ?/?
Awaing card text.

Public Execution Grounds   1/2
Bow to produce 1 Copper.
Reaction: If this Holding is controlled by a Jackal player, immediately after a Stronghold bows to use its ability, bow and destroy the Public Execution Grounds to negate the effects of that ability.  This cannot prevent the Copper production of the Stronghold.

Tickets for sale. Tickets!

Fate Value: 2

Silver Merchant   1/2
Bow to produce 2 Copper.
Day: Bow and destroy the Silver Merchant to attach a +1S/+1K token to any Weapon in play.

"If my silver is fake, then so are the Sultan's coffers." - Jasmin

Fate Value: 1

The Circle of Three   0/6
Advisor * Unique
Reaction: Immediately after you play an Omen, bow The Circle of Three and pay 1 Water. The Omen cannot be replaced or destroyed until the beginning of next turn. Battle Omens are still destroyed at the end of the battles in which they are played.

Twelve challenged the gods and dared to change the world. Only three remain.

Fate Value: 3

The City of Orphans   1/6
Unique * Noble House
Bow to produce 4 Copper.
Your hand size is increased by one while you have this card in play.

Ever since the Fall, the Qanon have gathered the ignored children of mankind and raised them in a dreamless void. After every conflict, the city grows more full.

Fate Value: 3

The House of the Heavens   1/2
Bow to produce 2 Copper.
Bow to produce 3 Copper if you put the current Omen into play.
Reaction: If the House of the Heavens is controlled by an Ebonite player, bow and destroy the House of the Heavens to absorb 4 damage from an engagement from the opposing army.

Fate Value: 2

Traitorus Advisor   0/4
Advisor
While this card is in play, draw one less card at the end of your End Phase.
Open: Bow and target a Holding in play. Reduce that Holding's Copper production by its Fate value until the end of the turn.
Open: Bow and target a Holding in play. That Holding cannot bow to produce any effects other than to produce Copper until the end of the turn.

Fate Value: 3


Actions -
A Dangerous Gift   0/3
Open: Target Hero you control gains Carry +2 until the end of the turn.

Hekau cradled the cube gently, always careful not to disturb its fragile contents. Amrue would be pleased with it, he thought, and then she would lead him to others. Together, they would change the world.

Fate Value: 2

Blessing of a Thousand Dreams   0/0
Reaction: Play immediately after you reveal the Fate values in a raid involving one of your Heroes. Increase your Hero's raiding Fate value by 2.

The dreaming Qabal was still, as he had been for three years, but the time was drawing near for him to wake. The cats who stood vigil over him would know when it was time...

Fate Value: 1

Blessing of Lady Sun's Mercy   0/5
Day: Target a Hero you control. Destroy that Hero to gain Water equal to the Hero's Influence. Immediately distribute this Water in any way you like to your City Sections.

"That man was singled out by the Sun, Khaidu. He may be worth his weight in water." - Khitai

Fate Value: 2

Defending the Innocent   1/6
Buried Reaction: Play immediately after another player has destroyed any of your Water tokens through an engagement at an undefended City Section. That player must pay Water equal to the amount he or she destroyed. If that player does not have enough Water, that player must pay all of his or her Water. Only one Defending the Innocent can be played per battle.

Fate Value: 3

Dhar-Hama   0/0
Event Reaction: Play immediately after one of your Heroes is destroyed in a battle. Any player wishing to perform an engagement must pay 1 Water to perform the engagement while this card is in play. This card remains in play until any City Section is destroyed.

The Children of the Mountain think Fatima is lost. One cannot believe that and would risk her claims to save her.

Fate Value: 2

Dry Well   0/0
Reaction: Play immediately after another player brings a card with a Water cost into play. Pay Copper equal to twice that Water cost. That player must pay the Water cost again, or the card returns to that player's hand.

"The Khadi supress us. The Moto rob us. The sun punishes us."

Fate Value: 2

Eclipse   0/0
Day Omen: At the beginning of each Dawn Phase, each player must pay 1 Water for each card with the Undead trait they control or they must destroy that card.

"The arrival of Selqet and her people was only the first sign. There will be others." - Nepherus

Fate Value: 1

Feast for the Ghuls   0/0
Reaction: Play immediately after an opposing Hero without the Archery trait engages your army. Select and destroy a Hero outside this battle to absorb the engaging damage. Any leftover damage must be absorbed normally.

Abresax prepared his troops for the latest offensive. "It will be a difficult battle," said Bekhten.
"And he will be a feast for the ghuls," Qer Apet sneered.

Fate Value: 2

Genocide   0/0
Event Reaction: Play immediately after a Hero you control is destroyed by another player. All Heroes you control gain +1S/+1K whenever facing that player in battles or duels. This card remains in play until any player's City Section is destroyed.

Fate Value: 3

Goods From the East   0/0
Open Omen: Once per turn, each player can pay 1 Water to produce 3 Copper for bringing a card into play.

"They say that this caravan is but one of many," chimed the Silver Tongue.
"But it is miles long!" said another.

Fate Value: 1

Hekau Captured   0/6
Day: Target a bowed Hero in play with less than 4 Strength. The targeted Hero cannot straighten until the controlling player pays Water equal to that Hero's Strength.

When the fighting was done, the Qabal had captured their prey but lost their leader. Amru silently wept as Hekau was dragged away. - Amru's Tale, Part Four

Fate Value: 2

Hole in the Sky   0/1
Battle Omen: All Jinn at this battle are destroyed at the end of this battle. If you are the Defender, you can play this card if you have no units in the battle.

"There was a hole in the sky, as if I were looking into a cold, absent mirror and nothing was looking back." - from A Tale of the Quest, a play by Harik the Mad

Fate Value: 1

Leap of Faith   0/0
Day: Announce a number. A target opponent cuts his or her deck. If your number matches the Fate value of the cut card, gain 3 Water. If it doesn't match, the target opponent gains 1 Water. The target opponent must reshuffle his or her deck.

"He's escaping!" the Khadi cried.
Saria smiled. "Not to worry... I already read his mind."

Fate Value: 1

Madness   0/3
Curse Day: Target a Hero with less than 4 Ka. Until the end of the game, the Hero's controlling player must randomly discard a card from his hand every time that Hero is assigned to battle or raid. The Hero's controller can remove this effect by bowing the Hero and paying 2 Water.

Heheh...ehehheh...

Fate Value: 1

Meeting Your Destiny   0/3
Battle: Until the end of the battle, a target Hero gains a Strength bonus equal to his or her printed Strength.

"Today is the day I meet my god."

Fate Value: 1

Moving the Constellations   0/0
Buried Blessing Open: You can only play this card if you have the Caliph's Blessing. You retain the Caliph's Blessing for the next turn. Until the end of game, the direction of play is reversed. Clockwise movement is changed to counterclockwise, and vice versa.

"Nepherus would have us believe that we are slaves to the stars. I would not yield so easily." - Tresex of the House of Baxat

Fate Value: 2

Night of the Burning Sky   0/0
Open Omen: No Hero with a printed Water cost less than 1 can straighten in the Dawn Phase.

"...and the Moon will flee, and the stars will scream, and the world will brace for another beginning..." - from The Book of the Dead

Fate Value: 2

Night of the Seven Stars   0/0
Open Omen: Any player wishing to cast a Spell must pay 3 additional Copper to do so.

"This is our time. Tonight we walk among the Young Races with abandon, unafraid of their foul creations. Seven stars for seven hours of freedom and strength, and then we shall retire...until the end." - Katani

Fate Value: 1

Nim Visits the Stranger   0/0
Reaction: Play immediately after a Hero you control successfuly raids a City Section, to steal one additional Water token.
Reaction: Play immediately after revealing Fate values in a raid to increase your Fate value by 1.

Fate Value: 2

No Way Out   0/0
Battle Omen: All Heroes in your army have a minimum Strength of 1 Strength regardless of modifiers or printed Strength.

"Even the dead seek to kill me. Which god have I angered today?" - Adnan the Unfortunate

Fate Value: 1

Plague of Cobras   0/0
Battle: A target Hero loses 3 Strength until the end of the battle.

When the Nagah arrived, they brought something with them...

Fate Value: 1

Politial Maneuver   0/0
Council Day: Bow at least 10 Influence you control. Until the end of the turn, all Heroes bowing to engage cannot straighten next turn.

"The Khadi and the Senpet are military allies, but their civic positions are widely removed. This is where we must strike if we are to drive them apart." - Enigma

Fate Value: 4

Raising the Dead   0/0
Night Buried: Take one card from your Buried discard pile and place it in your Saved discard pile.

The Qabal blew heavily upon the offering, willing her soul forth from the vile prison to which the Jackals had consigned it. Smooth streams of living smoke poured over her still, ashen form. Raya would wake he would die trying.

Fate Value: 3

Redemption's Court   0/2
Battle: Each Hero you control in this battle with 0 Influence gains +1S/+1K until the end of this battle.

Those who wander through its dark lanes are judged by the guilt of those who have come before.

Fate Value: 3

Rogue's Fortune   0/*
Battle: Target a bowed Hero you control in this battle. Pay Copper equal to the targeted Hero's Strength plus Ka to straighten that Hero.

"She is Deceit's lover, the blind betrayer of Fate," Faida told the Old Man. "She is as lost to us as your own daughter. We must end her renegade activity... now!"

Fate Value: 2

Searching the Streets   0/0
Event Reaction: Play immediately after a City Section is destroyed. This card remains in play until another City Section is destroyed, or until the end of this turn. No raids can be declared while this card is in play.

"We must hide little one. The Khadi have little pity for the likes of us." - Hekau

Fate Value: 2

Stealing From the Dead   0/0
Reaction: Play immediately before attaching an Item that can only be attached to a specific Faction. You can attach that Item to a Hero you control from a different Faction.

"Now she walks between this world and the next. We have her memories, and soon they will have her soul." - Fatima's Tale, Part Four

Fate Value: 4

Stealing Horses   0/0
Reaction: Play immediately after successfully raidng a City Section against a Hero with an attached Item or Follower. Instead of taking the Defender's Water tokens, randomly choose an Item or Follower from the defending Hero and attach it to your raiding Hero, if it can be legally attached.

Fate Value: 2

Taking You With Me   0/0
Reaction: Play immediately after one of your Heroes is destroyed in a duel to attach a -2K token to the opposing Hero.

"A dreaming mind is exposed, unprotected... May you never sleep well again, sahir!"

Fate Value: 3

Test of the Stone   0/1
Day: Target a Hero you control and randomly cut your deck. If the Fate value of the cut card is equal to the Fate value of the Hero, the Hero gains a +2S/+2K toekn permanently; otherwise discard that Hero to your Saved discard pile and reshuffle your deck.

All Ebonites must be judged by the Stone. Those unworthy are consumed.

Fate Value: 4

The City of Bronze   0/0
Open Omen: Every Sahir gains a -1S/-1K penalty and every Jinn gains +1S. Jinn cannot be summoned or brought into play.

It glides across the dunes, and all within its magnificent shadow are struck dumb. Those who tarry too long beneath is boiling cloud suffer the wrath of one hundred angry jinn.

Fate Value: 1

The Great Hunt   0/0
Buried Day: Bow a Hero you control to bow any Holding in play with a Fate value less than the Strength of the Hero. The Hero can remain bowed. In each Dawn Phase, the Holding cannot straighten if your Hero remains bowed and you pay 1 Water.

Fate Value: 2

The Kindness of Strangers   0/0
Council Battle: Bow at least 10 Influence you control. Ebonite Heroes produce 1 additonal Influence when bowing to bring this card into play. This card enters play in your army as a 3S/3K Hero with 3 Influence. You can immediately bow this Hero to engage the opposing army. This Hero is removed from play immediately after engaging or after the battle ends.

Fate Value: 2

The Last Oasis   0/0
Day Omen: At the beginning of the Dawn Phase, any City Sections without attached Water tokens are destroyed.

A thousand years ago, this place was an ocean. Relics of those days linger still...

Fate Value: 1

The Moto Attack   0/0
Council Day: Bow at least 10 Influence you control. Moto Heroes produce 1 additional Influence when bowing to bring this card into play. Until the end of the turn, players can only declare raids during the Day Phase and attacks during the Night Phase. Players that already attacked this turn do not gain additional Attack Phases.

"To remain in the streets of the city, certain sacrifices must be made..." - Judgment

Fate Value: 4

The White Palm   0/0
Open: Target a Hero with an Influence greater than 2. Until the end of the turn, this Hero can, as a Battle action, bow to send one opposing unit home from the battle, bowed.

Al-Ameer, the first Ebonite, was buried behind the House of Enour. Years later, a strange white plam arose from the site.

Fate Value: 3

The Wrath of the Khadi   0/5
Council Day: Bow at least 12 Influence you control. Khadi Heroes produce 1 additional Influence when bowing to bring this card into play. Until the end of the game, each player must pay 1 Water at the beginning of his or her Dawn Phase. A player can destroy this card by destroying her rightmost City Section instead of paying the Water.

Fate Value: 3

True Name   0/0
Reaction: Play immediately after a Hero you control destroys another Hero in a duel. Your Hero permanently gains all the abilities of the Hero just destroyed.

"I know your name. I know your face. I know your weaknesses and your worst fears. Would you like to see them?" - Enala

Fate Value: 3

We Must Prepare   0/1
Reaction: Play this card immediately after one of your Heroes engages. Target and bow another Hero you control in the same battle to increase the Strength of the engagement by the Strength of the targeted Hero.

"Long ago, we were a different people. Our spirits danced freely. Then the riders came, and everything changed. We msut prepare for change again." - Jangir

Fate Value: 2

What Remains   0/0
Reaction: Play immediately after a Unique card is put into play or destroyed. Even after the Unique card is destroyed, it is considered in play for the purposes of Uniqueness.

"The body may wither and die, but the memory and rage live on."

Fate Value: 4

You Don't Get Away That Easy   0/2
Reaction: Play immediately after you engage a Hero with the Archery trait you control. Target an opposing unit at another one of the Defender's City Sections to absorb the damage.

She was unused to the strength of the foreign steed and fought to remain in the saddle. Above her, the Senpet archer took aim. - The Tale of the Fourth Avatar, Part One

Fate Value: 1


Followers -
Beasts Below
  4/0   0/7/-
Undead * Ghul
This Hero's Influence is 0 while Beasts Below are attached. Attach a -1K token to this Hero whenever Beasts Below straighten.

"They can be broken, domesticated, but the price to be paid is high." - Silver Tongue

Fate Value: 2

Brotherhood of the Black Hand   5/+0   1/10/+1
This Hero gains an additional Raid +1.

"Why do you fight the Jackals?"
"Because we are responsible for them. They... are our mistake."
"Why do fight the rest?"
"Because they are responsible for us."

Fate Value: 3

Courtesan   0/0   0/4/+2
Every Harem in play produces 1 additional Copper.

Some of the newcomers were not equipped to toil in the slave mines, but their talents could serve the city in other ways.

Fate Value: 2

Jinn Retainer   2/+0   0/4/-
Jinn
The Jinn Retainer can only attach to a Sahir.
Battle: Bow the Jinn Retainer to decrease the Strength of an opposing Hero by 2.
Battle: Bow and destroy the Jinn Retainer to destroy and opposing Jinn.

Fate Value: 3

Nagah Abominations   1/0   0/3/-
Nagah * Non-Human
Every Nagah Abominations gains 1 Strength for each other card with the Nagah trait in this army.

Cast out by their southern brothers, these abominations are without identity. But they remember something a prophet once said: "A man with nothing has infinite potential."

Fate Value: 2

Shadow Horde   1/+0   0/2/-
Non-Human * Shadowlands
The Shadow Horde gains 2 Strength when attacking a City Section without any attached Water tokens.

The newcomers call them ogres. They arrived long ago from the south, wandering across the dunes looking for food. No one challenged them, but they were not so charitable.

Fate Value: 1

Thugs   2/+0   0/1/-
The Influence of this Hero is 0 while Thugs are attached. Pay 1 Water at the end of each Dawn Phase, or Thugs are destroyed.

They converged on him in the Maze, brandishing daggers and waving clenched fists. "Do not tempt me," the Monkey Man sneered, "I'll swallow your soul!"

Fate Value: 1


Items -
Scimitar  +2/+1   0/5
Weapon

"She is ours, slavelord!" the Moto cried at the Senpet as he moved to intercede. "You have taken enough prisoners today." "Aside thief," the rider bellowed. "Your place is at the side of your poisoned family!" She vanished into the sands, but she would be easy enough for the Moto to find. - The Tale of the Fourth Avatar, Part Two

Fate Value: 1

Shard of the Ancients   +1/+1   1/9
Unique * Weapon
Shard of the Ancients can only be attached to an Ebonite Hero.  Shard of the Ancients gains +1S/+1K for each opposing unit this Hero is facing while in battle.  Shard of the Ancients gains an additional +1S/+1K for each opposing Undead Hero in battle.

When the world was young, Abadul-Khaliq ventured into the Stone. This shard was all that returned.

Fate Value: 4

The Obsidian Mirror   +0/+0   0/9
Unique
Open: Bow this Hero and pay 3 Copper to target another player. That player's maximum hand size is reduced by two to a minimum of one until the end of the turn.

The Mirror retained its awesome power, but it would work only if brought together again.

Fate Value: 4

The Soul of the Slayer   +0/+1   1/9
Unique
Soul of the Slayer can only attached to a Jackal Hero.
Reaction: Immediately after this Hero destroys another Hero in a duel or engagement, bow this Item to take control of the destroyed Hero. The destroyed Hero is returned to your Home, bowed and with the Undead trait, and all Followers attached to that Hero are destroyed.

Fate Value: 4

Words of Glass   +0/+0   1/6
Unique
This Hero cannot be targeted by other player's cards.

The First Scribe's timeless hand was steady even after thousands of illegible pages. With every word, another child was born, and another tale was told...

Fate Value: 3

Words of Sand   +0/+0   1/6
Unique
Words of Sand can only be attached to a Sahir.
This Hero can attach one non-Jinn spell as if it were an Item and bow to cast that Spell. The Spell is not discarded after it is cast, but it can be cast only once per turn.

Working backward, every word was another lost memory of the future...

Fate Value: 3


Spells -
Curse of Lost Youth
0/3
Night Curse: Target another Hero in play. Until the end of the game, attach a -1K Curse token to the Hero each time the Hero straightens.

With every lost year, the reamaing grow sharper, until a man can cut another down in old, bitter age.

Fate Value: 2

Jinn of Relfection   2/2
2/0
Summon Jinn
Day: Bow a Sahir you control to bring this Jinn into play. While this Jinn is unbowed at a battle, the Sahir that summoned this Jinn can can cast spells at that battle as if that Sahir were also in the battle.

"What would you give to be in two places at once?"

Fate Value: 1

The Nightmare Devourer   1/4
2/0
Summon Jinn * Flying
Night: Bow a Sahir you control to bring the Nightmare Devourer into play.
Jinn Night: Bow the Nightmare Devourer to destroy any non-Water token in play and attach a +1S/-1K Dream token to the Nightmare Devourer.

Sometimes, when dreams turn dark, the jinn choose to strike.

Fate Value: 3

The Star's Blessing
0/0
Battle: Bow a Sahir you control. Your units cannot be targeted with Archery attacks until the end of the Battle.

When the first Guardian wrote these words, they were meant to protect man, not bind him.

Fate Value: 2


Story -
The Tale of Selqet and the Eye of Night

2 Points * Tale Reaction: Play immediately after each player still in the game loses at least one City Section in the same turn due to engagement.
Reward: Attach this card as new City Section to the right of your rightmost City Section. This City Section has a Base Strength of 5 but cannot hold any Water tokens. If this City Section is destroyed, remove this card from play.

Fate Value: 4


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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 artist