Marvel Battle Books missing
Spider-Man
Thing
Colossus
Storm
Vampirella
Witchblade
Darkchylde
Deadpool
Fairchild
Shi (Judgment Night)
Wolverine (Judgment Night)
Daredevil
Dr. Doom
Sabretooth

___

- Fantasy Cards
 
CARD
#	NAME	COST	LEVEL	Original Red Magic Spell Effect	
1	Double Vision	4	Major	For the next 3 turns, if opponent scores on caster, flip a coin:  Heads you Score, Tails you Miss.	
 	 	7	Great	For the entire game, if opponent scores on caster, flip a coin:  Heads you Score, Tails you Miss.	
2	Sleep	1 per 
current BP	Major	One opponent has been put to sleep for the rest of the game.  (Does not affect Undead)	
 	 	1 per total 
current BP	Great	Two of more opponent's have been put to sleep for the rest of the game.  (Does not affect Undead)	
3	Fireball	1-3	Minor	Opponent takes 1-3 damage & does only Jump or Shield Block next turn.  (Double to Trolls, zero to Fire breathers)	
 	 	4-10	Major	Opponent takes 4-10 damage & does only Jump or Shield Block next turn.  (Double to Trolls, zero to Fire breathers)	
 	 	11-20	Great	Opponent takes 11-20 damage & does only Jump or Shield Block next turn.  (Double to Trolls, zero to Fire breathers)	
4	Stun	3	Minor	Opponent do no Orange or Yellow for the next 3 turns, Do only Brown at Extended Range.	
 	 	7	Major	Opponent does no Orange or Yellow until the game ends, Do only Brown at Extended Range.	
5	Panic	4	Major	Opponent does only Green or Yellow until at Extended Range.	
6	Dazzle	2	Minor	Opponent do only Green, Yellow or Brown & subtract 2 from any Score for the next 2 turns.	
7	Fumble	3	Major	Score 1, Opponent does only Kick, Yellow or Green (except Wild Swing), until weapon has been retrieved.  Do only Brown at Extended Range.	
8	Shape Change Self	1 per 2 BP
(round up)
of new character	Great	Caster changes his character for the rest of the game.  Caster keeps original Body Points & Damage.  Give opponent new character's book.  "No restrictions next turn."	
9	Block Magic	2	Minor	For the next 3 turns, opponents spells are reduced by 1 level.  If new lower level doesn't exist spell is canceled.	
 	 	4	Major	For the next 3 turns, opponents spells are reduced by 2 level.  If new lower level doesn't exist spell is canceled.	
 	 	7	Great	For the next 3 turns, opponents spells are canceled.	
10	Levitate	5	Major	Score 2, Opponent misses next 3 turns & falls to page 1.  Caster & Allies go to page 41.	
 	 	7	Great	Score 5, Opponent misses next 3 turns & falls to page 1.  Caster & Allies go to page 41.	
11	Shrink	5	Major	Opponent's Height is reduced by 1 for the rest of the game, unless presently height 1.	
12	Hypnotize	1	Minor	Opponent may only do the color caster chooses.  (Except Green or Yellow.)	
 	 	3	Major	Opponent may only do the color caster chooses.  (Treat Green & Yellow as one color.)	
 	 	5	Great	Opponent may only do the color caster chooses.	
13	Vampire Fly	5	Major	Starting this turn opponent takes 1 damage each turn until doing a successful Duck or Extended Range Dodge.	
14	Reverse Spell	2	Minor	Opponent suffers effects of any spell opponent casts this turn.	
15	Block Weapons	2	Minor	Opponent's reduces all weapon's score by 1 until end of game.	
 	 	5	Major	Opponent's reduces all weapon's score by 3 until end of game.	
 	 	9	Great	Opponent's reduces all weapon's score by 7 until end of game.	
16	Extra Strength	3	Minor	Caster gets +2 to all damage modifiers next turn.	
 	 	6	Major	Caster gets +2 to all damage modifiers for the next 3 turns.	
 	 	12	Great	Caster gets +2 to all damage modifiers for the rest of the game.	
17	Grow	4	Major	Caster's height is increased by 1 for the next 3 turns.	
 	 	8	Great	Caster's height is increased by 1 for the rest of the game.	
18	Slow	3	Minor	Opponent does no Fake or Yellow (extended range, no Dodge or Sideswing) for the next 2 turns.	
 	 	5	Major	Opponent does no Fake or Yellow (extended range, no Dodge or Sideswing) for the next 3 turns.	
19	Blur	3	Minor	Opponent subtracts 2 from all damage modifiers for the next 2 turns.	
 	 	5	Major	Opponent subtracts 2 from all damage modifiers for the next 4 turns.	
20	Hand of Belo	3	Minor	Opponent takes 1 damage & do only Green, Jump Away, Block & Close or Jump Back next turn.	
 	 	5	Major	Opponent takes 3 damage & do only Green, Jump Away, Block & Close or Jump Back next turn.	
 	 	7	Great	Opponent takes 5 damage & do only Green, Jump Away, Block & Close or Jump Back next turn.	
21	Lasso	2	Minor	Opponent does no Red, Orange or Brown for the next 2 turns.	
 	 	4	Major	Opponent does no Red, Orange or Brown for the next 5 turns.	
22	Retrieve Weapon	4	Minor	Caster may pick up any one-handed weapon but can only use a sword.  Caster may hold only one weapon in addition to his own.  Caster may throw weapon out of combat range at any time by doing a successful Jump. 	
23	Sunburst	2	Minor	Opponent do only Jumps next turn & subtracts 2 from Red & Orange scores next turns.	
 	 	4	Major	Opponent do only Jumps next turn & subtracts 2 from Red & Orange scores for the next 3 turns.	
 	 	6	Great	Opponent do only Jumps next turn & subtracts 2 from Red & Orange scores for the next 5 turns.	
24	Weak Knees	1	Minor	Opponent does no Dodge, Jump Up, Kick or Charge next turn.	
 	 	3	Major	Opponent does no Dodge, Jump Up, Kick or Charge for the next 3 turns.	
 	 	5	Great	Opponent does no Dodge, Jump Up, Kick or Charge for the next 5 turns.	
25	Crushing Walls	8	Major	Opponent do no Side Swings or Dodge & take 1 damage each turn until you successfully Jump Back or Jump Away.	
26	Lightning Bolt	1-3	Minor	Opponent takes 1-3 damage (double if wearing chain or plate mail) & do only Jumps next turn.	
 	 	4-6	Major	Opponent takes 4-6 damage (double if wearing chain or plate mail) & do only Jumps next turn.	
 	 	7+	Great	Opponent takes 7+ damage (double if wearing chain or plate mail) & do only Jumps next turn.	
27	Insanity	4	Major	Opponent do no Shield Blocks, Protected Attacks, Jumps, Black or White (Hill Troll do only Rage) for the next 3 Turns.	
 	 	6	Great	Opponent do no Shield Blocks, Protected Attacks, Jumps, Black or White (Hill Troll do only Rage) for the next 5 Turns.	
28	Strength	2	Minor	Caster adds +1 to all modifiers next turn.	
 	 	4	Major	Caster adds +1 to all modifiers for the next 3 turns.	
 	 	8	Great	Caster adds +1 to all modifiers for the rest of the game.	
29	Trip	2	Minor	Opponent do only Jumps next turn.	
 	 	5	Major	Opponent takes 1 damage & do only Jumps for the next 3 turns.	
30	Teleport	3	Minor	Either (1) Opponent do only Yellow & caster no restrictions next turn, or (2) Opponent do only Brown & caster do only Extended Range next turn.  (Caster's choice)	
31	Magic Clone	5 points for a
3 BP clone	Major	Opponent must combat a clone of the caster before attacking caster again.  Clone has no magic.  Caster do no spells or combat untill clone is reduced to zero or less body points.  After clone is defeated start combat again on p.57.  If caster is attacked by another character while this spell is in effect, the clone disappears.	
 	 	 2 points +1 per
BP of clone	Great	Opponent must combat a clone of the caster before attacking caster again.  Clone has no magic.  Caster do no spells or combat untill clone is reduced to zero or less body points.  After clone is defeated start combat again on p.57.  If caster is attacked by another character while this spell is in effect, the clone disappears.	
32	Protection from
Weapons	4	Minor	Opponent's reduces all weapon's score by 1 until end of game.	
 	 	8	Major	Opponent's reduces all weapon's score by 3 until end of game.	
 	 	12	Great	Opponent's reduces all weapon's score by 7 until end of game.	

#	Name	Cost	Level	Gimmick Effect	
 	Blinding Powder	3	 	Either (1) Escape, (2) Both players go to page 57, or (3) Ninja will go to page 21 & opponent will go to page 23.  Follow the restrictions on your new ending page.	
 	Caltrops	6	 	Opponent takes 1 damage each turn until successful Dodge or Jump Away. If Opponent is knocked down before then, opponent takes 4 damage. 
Opponent takes no damage if not on the ground (i.e. flying).	
 	Itching Powder	6	 	Opponent reduces all scores by 1 for rest of battle, starting after next two turns.	
 	Kusari - Fundo	5	 	Opponent does only Jumps for next three turns.	
 	Poison Blade	7	 	If on score page of zero or more, opponent takes 1 damage each turn for rest of battle.	
 	Shuriken	4	 	If Ninja is on a score page of zero or more, Ninja will go to page 19 and add +3 to score.	
 	Sleeping Powder	9	 	If on a score page of zero or more, opponent will roll a die after each turn until the game is over.  On a roll of a 1, opponent has fallen asleep at the end of the next turn. 
Falling asleep ends the game.	
 	Smoke Bomb	3	 	Escape or both players go to page 57.	
 
Card
#	Name	Cost	Level	Rune Sword Card Effect	
 	Elven Gauntlet	2
magic
per use	 	Wearer may Dislodge opponents weapon when opponent is seen on a Parry page.  Wearer must spend magic points with each use.	
 	Enchanted Sword
Selenbrand	 	 	Cannot be Dislodged.  "Weapon Dislodged" results are now "No restrictions next turn."  Can be Dislodged by Magic Spells & Items at twice the normal magic expenditure.	
 	Ironwood Shield	 	 	Add +1 to Shield Blocks & ignore "Shield Smashed" results.
(Except those caused by magic).	
 	Medallion of 
Ten'garel	1
magic
per use	 	Add +2 Magic Resistance. 
Wearer must spend magic points with each use.	
 	Runesword 
Sjonbrand	 	 	User can do special Runesword maneuvers but can NOT do a Fake immediately after special maneuver. 
Other Users:  Add +1 to Red & Orange but do no fakes.	
 	Silver Wand	 	 	Reduce spell cost by 2 & flying creatures take double damage.  Holders restrictions:  Use only one-handed weapons & do no Protected Attacks.	
 	Stones of Amber	 	 	Add +3 Fire & Magic Resistance.  Holder restrictions:  Use only one-handed weapons & do no Orange or Protected Attacks.	
 
Card
#	Name	Cost	Level	Red Magic Rune Sword Card Effect	
33	Blinding Flash	2	Minor	Opponent do only Green Yellow or Brown next turn & subtract 3 from all modifiers for the next 3 turns.	
34	Wall of Flame	2-3	Minor	Score 2-3 damage (double if opponent is Reptile or Dragon) & opponent do only Jumps or Brown next turn.	
 	 	4-8	Major	Score 4-8 damage (double if opponent is Reptile or Dragon) & opponent do only Jumps or Brown next turn.	
 	 	9+	Great	Score 9+ damage (double if opponent is Reptile or Dragon) & opponent do only Jumps or Brown next turn.	
35	Enlarge	7	Major	Increase opponents Height by 1  for 30 min. or until the end of the battle.	
 	 	12	Great	Increase opponents Height by 2  for 60 min. or until the end of the battle.	
36	Magic Blast	3	Minor	Caster turn to page 41 and Score 3 points of damage.	
 	 	6	Major	Caster turn to page 41 and Score 7 points of damage.	
 	 	9	Great	Caster turn to page 41 and Score 12 points of damage.	
 
Card
#	Name	Cost	Level	Yellow Magic Rune Sword Card Effect	
1	Entangle	4	Minor	Score 2 damage when cast.  Tell opponent: "Do only Jumps or Brown until spell ends."
(Flip a coin once at the end of each turn until results are heads then read new restrictions from book.)	
2	Summon Small
Creatures	2	Minor	Opponent cause 1/2 damage (round fractions down) for the next 3 turns.	
 	 	5	Major	Opponent cause 1/2 damage (round fractions down) for the next 7 turns.	
3	Burst of Speed	3	Minor	Add +1 to the casters "Attack" category for the next 4 turns.	
 	 	6	Major	Add +1 to the casters "Attack" category for the next 30 min. or the end of the battle.	
 
Card
#	Name	Cost	Level	Tactic Rune Sword Card Effect	
1	Heroic Surge	2	 	Restricted to only Green or Yellow, may do Orange also & add +2 if you score.	
2	Blind Swing	2	 	Restricted to only Yellow, may do any Side Swing & add +1 if you score.	
3	Heidlin's Step	1	 	Restricted from doing Red, now you may do Red also.	
4	Side Step	1	 	Done a successful Dodge turn to page 21 & opponent turn to page 23.	
5	Tallen's Block	1	 	Taking damage from opponents weapon, tell opponent to ignore Score page & turn to any parry page.  Tell opponent: "Do no Orange next turn."	
6	Robert's Smash	2	 	Done a Successful Red or Orange maneuver without being scored on, goto to page 7 "Dazed" instead.	
7	Niko's Attack	1	 	See opponent on page 13, Read him restrictions from page 41 but Score damage from page 13.	
8	Valtan Pounce	2	 	Done a successful Jump Up last turn & Scoring this turn, show this card now & double the damage after adding all other modifiers.	
9	 	 	 	 	
10	 	 	 	 	
11	 	 	 	 	
12	 	 	 	 	
13	Trollish Rage	2	 	If your a Troll or Goblin & have been reduced to 1/2 or less body points, or have been Dazed, Score double damage for the next 3 turns & ignore restrictions.  Opponent double all modifiers.	
14	Troll War Cry	1	 	If your a Troll & successfully Jump Up or Charged, all opponents reduce all scores by 3 for the next 3 turns.	
15	Sweeping Kick	2	 	Done a successful Kick maneuver, read opponent score from page 41 & restrictions from page 27.	
16	Dodge & Swing	2	 	Can do a Dodge next turn, Tell opponent your maneuver was 8 but you look up page 28.  I someone ends at Extended Range they are now at Close Range & has no restrictions next turn.	
17	Heroic Swing	1	 	You scored on your opponent this turn with a Wild Swing or Orange without being scored on, opponent do only Brown & you do only Extended Range.	

Card #	Name	Cost	Red Magic Spell Card Effects	
52	Khalyde's Surge	4	Restore +4 body, add +3 to any attack next turn.	
53	Aeraqitaq	3	Opponent takes 2 damage now and each turn until opponent reaches extended range.	
54	Tang of Thang	5	Opponent takes 1 damage each time opponent is seen parrying.	
59	Dalclion's Touch	3	Opponent does no Orange or yellow for next 3 turns.	
65	Muscida Buzz	3	Opponent takes 1 damage point now and each turn until opponent does a successful Dodge.	
67	Denizen's Shield	3	Caster reduces by 1 all opponent's Scores against castor for the rest of match.	
71	Frendli Fiori	6	Opponent takes 7 damage (14 if Troll), does only Jumps, Shield Blocks, or Brown next turn.	
72	Khalyde's Kick	4	Opponent takes 3 damage (6 if undead), and does only Green next turn.	
81	Khalyde's Poke	4	Opponent takes 2 damage and does only Red for next 3 turns.	
91	Zepee's Jump	3	Caster adds +2 to all Extended Range modifiers & opponent does only Brown next turn.	
 92	Zepee's Rebound	3	Opponent takes damage equal to the greatest modifier in opponent's character sheet & does only Jumps next turn.  (At Extended Range do only Brown.)	
 93	Firebrand	 3	Casters damage modifier will be doubled next time caster scores on opponent.	
 94	Zodlik's Curse	 3	Opponent takes 1 point of damage when doing Orange maneuvers for the rest of the match.	
 95	Sandon's Grip	 4	Caster adds +2 to all modifiers for the next 3 turns.	
 96	Vesig's Bolt	 5	Opponents shield has been magically broken.  Opponent takes 1 point of damage & do no Blocks or Protected attacks for the rest of the battle.	
 97	Lightning Bolt	 4	Opponent takes 5 points of damage (8 if wearing metal armor) & do only Jumps next turn.  (At Extended Range do only Brown.)	
 98	Magic Drain	 4	 	
 99	Teleport	 3	 	
 206	Nearsighted	 3	Do only Brown at Extended Range for the rest of the match.	
 212	Randomizer	 4	Opponent's spell cards are shuffled & cast unseen when doing magic.	

Card #	Name	Cost	Yellow Magic Spell Card Effects	
121	Sunbeam	3	For next 3 turns, Opponent's Red and Orange modifiers are reduced by 2.	
122	Molin's Surge	5	Caster restores 6 damage and adds 2 to his damage modifiers next turn.	
123	Shoulder Spasms	4	Opponent reduces Orange modifiers by 3 until they do 2 Orange moves.	
124	Fog of Anora	4	Opponent's positive damage modifiers are reduced to zero for the next 3 turns.	
125	Sphere of Aigue	4	Opponent's Red and Orange modifiers are reduced by 1 for rest of the match.	
126	Leg Spasms	4	Opponent reduces Orange and Blue modifiers by 2 until they do 2 successive Jumps.	
127	Butterfingers	4	Caster goes to page 27 to complete turn.	
128	Weak Knees	2	Opponent does no Dodge, Jump Up, or Charge for the next 3 turns.	
129	Dalclion's Blur	2	Opponent reduces all their modifiers by 2 for next 3 turns.	
131	Glenna's Healing	2	Caster restores 5 Body points.	
132	Valki's Vermin	4	Opponent does 1/2 damage (round down) and may use no magic or tactic cards for next 3 turns.	
133	Valki's Surge	2	Restore 3 body, add 1 to score next turn.	
134	Glenna's Touch	1	Restore 2 body.	
135	Magic Egg	7	Opponent reduces all weapon Scores by 2 for rest of the match.	
136	Valki's Dance	3	Opponent's weapon is out of reach until they do 2 successive jumps.	
137	Fire Swamp	6	Opponent takes 1 damage when doing Blue for rest of the match.	
138	Brambles	2	Opponent does no Blue or Dodge until successful Jump Up.	
139	Druid's Helm	3	Caster reduces all head wounds (page 7 Scores) by 2 for rest of the match.	
319	Celestial Shield	3	Opponent subtract 2 from all your Red & Orange damage modifiers for the next 3 turns.	
320	 	5	The next time you end on a Score page, I will take no damage.	
321	Rage of Angels	7	Caster will add +3 to all damage modifiers until caster ends its turn on a Score page.	
322	Angelic Smile	3	Opponent does no maneuvers with a damage modifier greater than 0 for the next 3 turns.	
323	Avenger	5	Casters damage modifier next time the caster scores will be equal to the damage most recently scored on the caster successfully by the opponent.	
324	Guardian Spirit	3	Opponent reduces all damage modifiers by 1 until opponent reaches Extended Range.	
327	Fog of Bonechor	6	Opponent may not score on caster from Extended Range for the rest of the game.	

Card #	Name	Cost	Purple Magic Spell Card Effects	
101	Zodlik's Fist	5	Opponent takes 6 damage and does only Jumps or Brown next turn.	
102	Othere's Jar	4	Caster turns to page 7 to complete turn.	
103	Phantom Owl	5	For the next 3 turns, Opponent takes 2 damage doing Blue, Green, or Brown maneuver.	
104	Ghostly Rider	5	Caster turns to page 31 and doubles the Score; Opponent does only Jumps next turn.	
105	Zathra's Drain	3	For the next 3 turns, opponent reduces all damage modifiers by 1 and does no Orange.	
106	Starburst	3	For the next 2 turns, Opponent does only Green, Yellow, Fakes, or Brown.	
107	Wave of Fire	4	Opponent takes 1 damage per turn, or 2 per turn if doing Blue, Duck or Retrieve until doing a successfully dodge.	
108	Mola's Airs	4	Opponent does no Fakes, Dodges, or Magic for the next 3 turns.	
109	Peil's Panic	3	Opponent does only Green or Yellow until at Extended Range.	
111	Peil's Paranoia	4	Opponent does only Blocks, Shielded Attacks, Jumps or Brown for the next 3 turns.	
 112	Vesig's Vise	4	Opponent takes 1 point of damage & does no Dodges or Side Swings until successful jump.	
 113	The Flood	 3	Opponent does no Duck, Blue, or Retrieve for the next 3 turns.	
 114	Pharoah's Serpent	 8	Opponent takes 1 poison damage per turn for rest of the match and drops weapon.	
 115	Arachnos	 3	Opponent does only Orange, Yellow, Black, or Dodge for the next 2 turns.	
 116	Wall of Flame	 3	Opponent does no Orange, Yellow, Charge, or Dodge for the next 2 turns.	
 117	Candle Flesh	 4	Opponent does no Red or Orange until at Extended Range.	
 118	Aelfric's Ale	 2	Opponent does same color they just did for the next 3 turns.	
 119	Aelfric's Steak	 2	Caster adds 1 to each Score for the next 3 turns.	
 228	Creature attack	 3	Opponent takes 1 damage, if not doing Red, for rest of battle.	
 229	Dark Flame	 4	Opponent reduces all modifiers by 1 until they spend 2 turns at Extended Range.	
230	Spell of Despair	3	Opponent does no Orange and reduces Red modifiers by 2 until at Extended Range.	
231	Banshee Scream	3	Opponent takes 2 damage and does only Green or Yellow next turn.	
232	Crawlers	3	Opponent does only Blue or Yellow until being scored on.	
233	Doppelgangers	4	Caster adds +1 to all modifiers for rest of the match.	
234	Weaken Weapon	5	Opponent does no moves of the same color two turns in a row for rest of the match.	
235	Fierce Visage	7	Caster adds +2 to all modifiers until positive damaged is scored on caster.	
236	Burning Mist	4	Opponent uses no Tactics cards for rest of the match.	

Card #	Name	Cost	Green Magic Spell Card Effects	
41	Dangling Vines	2	 	
42	Bull Briars	2	 	
43	Bone Mender	5	 	
44	Dry Rot	3	 	
45	Rainbow	3	 	
46	Hail Storm	7	 	
47	Mighty Acorn	6	 	
48	Whirling Leaves	5	 	
49	The Rattling Bog	2	 	
191	Summer Sun	4	 	
192	Poison Thorn	5	 	
193	Daffodil	4	 	
194	Warp Wood	4	 	
195	Nip of Life	7	 	
196	Dry Moss	1	 	
197	Butter Squash	3	 	
198	Dead Wood	5	 	
199	Stump the Stars	2	 	

Card #	Name	Cost	Luck Card Effects	
10	Misstep	2	Opponent doing Orange, see opponent on page 41.	
20	Tumbling Leaf	3	 	
30	Bad Grip	2	 	
40	Funnybone	2	 	
50	Lunge	3	Opponent being scored on, add +2 to damage scored.	
55	Distraction	6	On a score page, double my Score.	
56	Thorn in Side	2	On page 23, tell opponent: "Do no Orange or Yellow for the next 3 turns."	
60	Retrieve	3	No weapon on page 1, retrieve my weapon.	
61	Dull Blade	3	Being scored on, ignore damage taken by an edged weapon this turn.	
62	Weak Link	4	On a score page, add +3 to my score.	
 68	Achilles' Heel	4	On page 13 or 47, add +4 to my score.	
 76	Wrist Lock	 2	Being scored on, opponent scores but drops weapon.  Weapon must be retrieved.	
 77	Weak Spot	 2	On a score page, add +1 to my score.	
 78	Grain of Sand	 4	Being scored on, reduce damage taken by 3 points.	
 90	Bullseye	 4	 	
 170	Breezy Day	 3	Being scored on, ignore damage modifiers or bonuses on this attack.	
 180	Deep Cut	 4	Opponent taking Leg Wound, Do only Jumps when Off Balance for the rest of the game.	
 190	Deja Vu	 4	Being scored on, ignore results & replay turn.	
 205	Hand Slap	 3	On page 45, add +4 to your damage modifier.	
 219	Banana Peel	 2	 	
220	Dumb Luck	3	 	
221	Twinkle Stars	6	 	

Card #	Name	Cost	Tactic Card Effects	
82	Sleeping Powder	9	After a successful Jump Away, tell opponent: "At the end of this turn and each succeeding turn, flip a coin. If tails, you have fallen asleep & the game is over."  (Effects opponents whose current body points are 30 or less.)	
83	Itching Powder	6	After a successful Jump Up, tell opponent: "Subtract 1 from all scores for the rest of the game."	
84	Caltrops	6	After a successful Duck, tell opponent: "Take 1 point of damage each turn until you do a Dodge or Jump Away without being scored on."	
85	Smoke Bomb	3	After a successful Dodge, tell opponent either: "I am escaping." or "Turn to page 23, & do only Yellow next turn."	
86	Kusari - Fundo	5	After a successful Duck, tell opponent: "Do only Jumps for the next 3 turns."	
87	Poison Blade	7	If scoring damage of zero or more with an edged weapon, tell opponent: "Take 1 point of poison damage each turn for rest of the game.	
88	Shuriken	4	After a successful Dodge, turn to page 53, read your opponent the restrictions there, & score the damage shown.  (No modifiers)	
89	Blinding Powder	3	After a successful Jump Up, tell opponent either: "I am escaping." or "Turn to page 23, & do only Yellow for the next 3 turns."	
181	Blind Swing	3	If your on page 23, you may do a Side Swing also.  Reveal card after announcing your move.	
182	Sideslip	2	Tell opponent: "If you see me Duck, go to page 23 instead."	
183	Heroic Swing	2	You may ignore "Struck Off Balance" restrictions & do an Orange attack at -1 if you score.	
184	Dodge & Swing	3	After a successful Dodge, Score 2 points of damage on your opponent.	
185	Surprise Attack	2	If restricted from Red maneuvers, I may do a Red attack and subtract 2 if I score.	
186	Brandt's Disarm	2	If on page 21, play this card & go to page 27 instead.	
187	Booga's Taunt	4	After a successful Dodge, tell opponent: "Do only Orange next turn."	
188	Back Stab	3	If on page 21, Add +2 to your modifier.	
189	Parry & Trip	3	If on a parry page, go to page 41 & read the restrictions (p.41 must be "Knocked Down").	
222	Leap Frog	4	After a successful Jump, Score 3 points of damage on your opponent.	
223	Jack's Punch	1	If restricted from doing weapon attacks, you may do a Round House Punch using Swing High (p.10) & subtracting 2 if you score.	
224	Leaping Charge	3	Tell opponent: "If you see me Charging drop your weapon."	
225	Three Bit Swing	2	After a successful swing, you may also do a thrust next turn.	
226	Dramatic Pause	2	After a successful Jump Away (on p.1), tell opponent: "Do only Green or Yellow next turn."	
227	Wrist Roll	1	If scoring on page 31, redirect your blow to the body & go to page 53.	
251	Invisible Move	6	If scoring on the turn after a successful Jump, double the damage scored.	

Card #	Name	Cost	Scroll Card Effects	
171	Lector's Letter	121G	No one can do Jump Away maneuvers unless they drop their weapons.	
172	Panic of Peth	245G	Each player can only do Green, Yellow or Brown until he has taken positive damage.	
173	Ode to a Swine	110G	We will both double our damage modifiers until we see each other at Extended Range.	
174	Locus Scripturas	120G	Everyone discard all their jewelry.	
175	Se Squelchur	245G	Everyone subtract 3 from Orange attacks.	
176	War & Peace	100G	All weapons turn into plowshares.  Subtract 4 from all weapon attacks for the rest of the battle.	
177	Flories Pottii	250G	Characters wearing No Armor Add +2 to their Body Points, those in leather or Greater add - 2 to their Body Points.	
178	Quoto Machu	230G	Those holding swords add +1 to their modifiers.	
179	Ode to a Duck	115G	Anyone successfully ducking will receive an additional +2 if they Score on the following turn.	

Card #	Name	Cost	Campaign Card Effects	
F-7	25th Degree	50E	CHAMPION OF THE 25TH DEGREE  Wearer of this medal can force opponent to discard 1 random luck or tactic card before combat.	
74	Castlebar Siege	300E	Add +5 Body Points & +1 to all Red damage modifiers.	
161	Siege of Mohair	250E	 	
162	Twelve Hills	350E	 	
163	Baden Hills	708E	 	
164	Legion de Bravo	195E	 	
165	Silver Shield	203E	 	
166	Golden Goose	364E	 	
167	Bronze Eagle	? E	 	
168	Silver Wyrm	? E	 	
169	Nortlund Clan	180E	 	
200	Liam's Bridge	300E	Add +6 to your Body Points, (Magic Users or 4 legs only)	
214	Khara Khang's "I"	50E	Add +1 to your Body Points.	
215	Khazani Cluster	100E	Add +2 to your Body Points.	

Card #	Name	Cost	Armor Card Effects	
31	Glamergloss Shield	70G	 	
32	Ardilon's Shield	100G	Add +2 to all Shield Block modifiers.	
33	Amariton's Shield	60G	Only broken by magic spells.  All other "Shield Broken" results as "No restrictions next turn."	
148	Full Plate Armor	1310G	Reduce weapon damage by 2 if previously in cloths, or 1 if previously in chain mail of fur.	
149	Tardar Helm	35G	Subtract 2 from all head wounds.	
213	Castlebar Shield	60G	Add +1 to Orange Protected or Shielded attacks.	

Card #	Sword Name	Cost	Weapon Card Effects	
1	Harkukarcil	90G	Score double damage against Giants & Trolls.	
2	Wyrmbane	850G	Add +5 against dragons.	
3	Karcilabran	75G	Add +5 to Wild Swing modifier.	
4	Aeyavolaine	160G	Add +2 to Orange modifiers & +3 to Charge modifier.  (Females & Red Magic Users only.)	
5	Itiel	90G	Add +1 to Fake & Protected Attack modifiers.	
6	Jandel	80G	Ignore any Height modifier when wielding this sword.	
15	Selenbrand	90G	Can not be dislodged except by magic.  (Spells & items must cost at least 3 magic points to be effective.)	
63	Mall-Um	119G	Add +1 to Extended Range sword attacks.	
79	Beauzaux	45G	Add +2 to Fakes and -2 to Orange for sword attacks.	
141	Aarim Bac	29G	Add +1 against foes dressed in cloth or fur.	
142	Skiffer	45G	Add +2 to all Wild Swings.	
143	Gudfrog	115G	Add +1 to all Blue attacks.	
144	Pirate Cutter	102G	Add +1 to all Side Swings.	
145	Gunnar's Krieg	80G	Dwarves add+2 to all sword attacks against Giants & Trolls.	
146	Aelwynd Dril	111G	Add +1 to Orange & Red sword attacks.	
216	Golden Falchion	80G	Add +1 to sword attacks against metal armor.	
250	Thruster	150G	Add +4 to any Extended Range Thrust or Charge damage modifiers. (non-mounted users only)	

Card #	Dagger Name	Cost	Weapon Card Effects	
27	Anfaerunden	60G	Add +3 to all damage to elves with this weapon.	
28	Rosgoth	60G	 	
29	Geneadel	40G	Double all positive damage modifiers when scoring with this weapon.	
100	Fremont's Pick	25G	Add +1 to all Thrust maneuvers.	
110	Poison Dagger	40G	If scoring positive damage, add +1 for the next 3 turns.	
120	Gruntig	50G	Add +2 to all Parry results.	
130	Wood Dagger	30G	 	
140	Nick-O-Leg	60G	 	
 
Card #	Mace Name	Cost	Waepon Card Effects	
12	Great Mace of 
Vodruth	60G	When you see your opponent parrying, read them the score & restrictions from "Off Balance"    (p. 19) instead.	
51	Feredon's Biffer	47G	Unbreakable mace except by magic.	
73	Tiad's Basher	55G	Add +1 to all Orange mace attacks.	
80	Bonker di Gismo	64G	Add +2 to Extended Range mace attacks.	
210	Mace of Mourning	35G	Add +1 to all mace attacks made on flying creatures.	
 
Card #	Staff Name	Cost	Waepon Card Effects	
21	Quadribane	150G	Add +2 to all modifiers vs. mounted & 4-legged opponents.	
22	Cygnanus	90G	Treat all "Knocked Down" results against holder as "Off Balance".	
23	Eisenklodt	120G	Add +2 to all High attack modifiers with this weapon.	
66	Khan Troll Staff	200G	Reduces cost of casting spells by 1 point.	
 
Card #	Bow Name	Cost	Waepon Card Effects	
24	Surefire	90G	 	
25	Quansca	80G	 	
26	Humongabane	100G	 	
 
Card #	Axe Name	Cost	Waepon Card Effects	
37	Great Axe of Izor	180G	 	
38	Hairsplitter	185G	Add +2 to all modifiers (+4 to undead) for Head wounds with this weapon.	
39	Camatas	160G	Add +2 to all modifiers for Blue sideswings with this weapon.	
57	Frondrak	200G	Add +1 to all axe attacks.	
147	Surturaxe	220G	Add +1 to all axe maneuvers.  Users:  Giants (Height = 5 or greater)	
203	Bando	120G	Add +2 to all parries when using this weapon.	
207	Tin Man's Axe	20G	Add +1 to Blue weapon attacks, and -1 to Red weapon attacks.	
208	Painsong	154G	Add +1 to Down Swing axe attacks.	
209	Khazad Cleaver	40G	Add +2 to Thrust axe attacks.	

Card #	Name	Cost	General Items Card Effects	
7	Holigart's Ring	150G	Restore 1 Body Point each time you get to p.57.  (Human types except Undead only.)	
8	Telara's Ring	120G	If both players are on score pages, the wearer scores first.  If opponent is reduced to zero body points or less, wearer is not scored on.	
9	Unicorn's Mane Amulet	100G	Add +1 to wearers Magic Resistance.  May Not be worn with any other amulet or necklace-type magical item.  Users:  Human types except Undead.	
11	Pokaret's Belt	50G	 	
13	Evir e'Forest Potion	35G	Restore 5 body points when you reach Extended Range without being scored on.  (One use only.)	
14	Wardings of Bzag 
Gauntlet	65G	 	
16	Ten'garel Medallion	160G	Add +2 to wearers Magic Resistance.  Opponents spells cost 2 more points than normal.	
17	Elven Gauntlet	50G	You may Dislodge opponents weapon any time you see him on a parry page.  Spend 2 Magic points at start of game to activate.	
18	Stones of Amber Gem	500G	 	
19	Bith's Silver Wand	200G	 	
 34	Shelon's Amulet	160G	Reduce all damage to wearer from Hoof & Claw attacks by 2 points.	
 35	Maelyn's Amulet	 150G	Reduce all damage to wearer from Bite attacks by 2 points.	
 36	Kramiel's Amulet	 90G	Anytime you are allowed to do Green maneuvers, you can also do Blue maneuvers.	
 58	Lora's Brooch	 50G	Restore 2 Body Points when on page 1.  (3 uses per combat.)	
 64	Kalouran Ring	 150G	Opponents cannot regenerate during this combat.	
 69	Healing Herb Potion	 15G	Restore 5 Body Points on any Extended Range page.	
 70	The Joad Stone Amulet	 355G	Add +2 to your Spell Points (any color).	
 75	Phisto Kuff Gauntlet	 60G	Add +1 to all Red attacks.  Double with 2 gauntlets.  (Hands required)	
 150	Sigil of Chaos Brooch	250G 	Once per battle, after a successful Dodge, Tell opponent to do any maneuver of a color you specify next turn.	
 151	Gamlinn Boots	 95G	Subtract 2 from all leg wounds (Humanoid feet & Height = 4 required.)	
152	Crown of Angle	?G?	Add +1 to your score when on page 21.	
153	Repowym Ring	155G	Add +3 to your spell points (Green or Yellow Magic only.)	
154	Magic Prism	595G	Subtract 2 from your spell ability & include Red Magic also.  (Magic-Users only)	
155	Gossamer Glove	225G	Any time opponent is on page 27, he should go to page 43 instead
(Elves & Human females only).	
156	Thunder Boots	65G	Add +2 to all Kick maneuvers.  (Humanoid feet & Height = 4 required.)	
157	Feather Cape	95G	Any time opponent should go to page 41, opponent should go to page 1 instead.	
158	Defendi min Medallion	55G	Subtract 1 each time damage is taken. (Max of 3 medallions can be worn at once).	
159	Anti-Magic Potion	157G	Take at Extended Range & halve (round up) spell damage for the rest of the battle.
(Useage is non-cumulative).	
160	Cure Poison Potion	75G	 	
201	Taggett Boots	40G	Subtract 2 from all leg wounds when worn.	
202	Espere Ring	65G	Add +3 to your Body Points.  (Double if you also hold Kalouran.  Card # 64)	
204	Death Dust Snuff	75G	Subtract 4 from your Body Points, but add +1 to all Red & Orange damage modifiers for the rest of the battle.	
211	Tree ring	5G	Add +1 to Hand to Hand attacks.	
217	Kin Strae's Cloak	415G	When Knocked Off Balance, disregard your restrictions. 
(For elves & unarmored humans.)	
218	Better than Gold 
Dust Powder	150G	Add Blue, when directed "Do only Green or Yellow."	
252	Ring of Dinn	650G	Add +5 to any damage modifier while Scoring at Extended Range.