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Summoner Wars (Second Edition): Red Sun Rising

Expansion for Summoner Wars (Second Edition)

Summoner Wars (Second Edition): Red Sun Rising Rulebook

Table of Contents

Table of Contents

  • Cloaks
    • Vlox (Summoner)
    • Dagger (Champion)
    • The Admiral (Champion)
    • Sin-Sin (Champion)
    • Guild Gunner (Common)
    • Guild Machinist (Common)
    • Guild Sniper (Common)
    • Rustside Bandit (Common)
    • Hand Cannon
    • Moto Boots
    • Out of Shadows
    • Smoke Bomb
  • Tundra Orcs
    • Grognack (Summoner)
    • Ragnor (Champion)
    • Shonk (Champion)
    • Targan (Champion)
    • Tundra Fighter (Common)
    • Frost Shaman (Common)
    • Smasher (Common)
    • Tundra Charger (Common)
    • Freeze
    • For Glory
    • Brutal Force
    • Primal Fury
  • Phoenix Elves
    • Queen Maldaria (Summoner)
    • Fanessa (Champion)
    • Fire Drake (Champion)
    • Holleas (Champion)
    • Royal Guardian (Common)
    • Ember Archer (Common)
    • Ember Mage (Common)
    • Ember Beast (Common)
    • Burn
    • Blinding Flare
    • Divine Retribution
    • Spirit of the Phoenix
  • Eternal Council
    • Praefectus Edia (Summoner)
    • Dominus Katu (Champion)
    • Dominus Malunar (Champion)
    • Dominus Ovi (Champion)
    • Ancient Scholar (Common)
    • Citadel Advisor (Common)
    • Enigma Sage (Common)
    • Mind Knight (Common)
    • Learn
    • Insight
    • Seek
    • Psychic Assault
  • Fungal Dwarves
    • Kuldak (Summoner)
    • Maldar (Champion)
    • Monstrosity (Champion)
    • Thoon (Champion)
    • Fungal Beast (Common)
    • Spore Carrier (Common)
    • Blood Shaman (Common)
    • Blight Mage (Common)
    • Release Spores
    • Stimshrooms
    • Symbiotic Healing
    • Demand
  • Skyspear Avians
    • Ava (Summoner)
    • Sairook (Champion)
    • Gilford (Champion)
    • Rath (Champion)
    • Aerie Diver (Common)
    • Aerie Sage (Common)
    • Aerie Sentinel (Common)
    • Aerie Steward (Common)
    • Sky Assault
    • Battle Song
    • Gathering Song
    • Aerie Gate
  • Deck Composition
  • Card Notes
  • Gaps and Notes

Cloaks

Starting Setup: 1 x Guild Machinist, 1 x Guild Sniper.

Vlox (Summoner)

Summoner Unit • Cloaks

  • Life: 13
  • Strength: 3 (Ranged)

Master of the Art. At the end of your Summon Phase, this unit may target a friendly unit. This unit has the target's abilities until the end of your turn.

Dagger (Champion)

Champion Unit • Cloaks

  • Cost: 4 magic
  • Life: 6
  • Strength: 3 (Melee)

Sly. Once per turn, during your Attack Phase, this unit may exchange places with a friendly 0 cost unit.

Backstab. When this unit attacks a unit from behind, it has +2 strength.

The Admiral (Champion)

Champion • Cloaks

  • Cost: 6 magic
  • Life: 7
  • Strength: 4 (Ranged)

Relentless. You may choose this unit as an extra attacking unit during your Attack Phase.

Swift. When this unit moves, it may move 1 extra space.

Sin-Sin (Champion)

Champion Unit • Cloaks

  • Cost: 0 magic
  • Life: 6
  • Strength: 2 (Melee)

Bounty. After this unit is destroyed, your opponent gains 3 magic.

Infiltrate. At the end of your turn, if this unit is in your opponent's back row, you may place it in your back row to add 1 damage to the enemy summoner.

Guild Gunner (Common)

Common Unit • Cloaks

  • Cost: 1 magic
  • Life: 2
  • Strength: 3 (Ranged)

Cover Fire. After this unit attacks an enemy unit, this unit may target a friendly unit within 2 spaces. Force the target 1 or 2 spaces.

Guild Machinist (Common)

Common Unit • Cloaks

  • Cost: 2 magic
  • Life: 4
  • Strength: 2 (Melee)

Versatile. This unit may attack instead of moving and may move instead of attacking.

Guild Sniper (Common)

Common Unit • Cloaks

  • Cost: 1 magic
  • Life: 3
  • Strength: 2 (Ranged)

Steady Shot. If this unit moved 1 or fewer spaces this turn, it may attack through units.

Rustside Bandit (Common)

Common Unit • Cloaks

  • Cost: 0 magic
  • Life: 3
  • Strength: 1 (Melee)

Gang Up. When this unit attacks, it has +1 strength for each other friendly unit adjacent to its target.

Heist. At the end of your turn, if this unit is in your opponent's back row, you may place it in your back row to gain 1 magic.

Hand Cannon

Standard Event • Build Phase • Cloaks

  • Cost: 0 magic

Place this card under a common. It has this ability:

Power Shot. When this unit attacks a non-adjacent card, it has +1 strength.

Moto Boots

Standard Event • Move Phase • Cloaks

  • Cost: 1 magic

Place this card under a common. It has this ability:

Burst of Speed. Once per turn, during your Move Phase, you may force this unit 1 or 2 spaces. It may be forced through units.

Out of Shadows

Epic Event • Summon Phase • Cloaks

  • Cost: 0 magic

ACTIVE. Friendly units have this ability:

Blindside. After this unit attacks an adjacent enemy unit, if that enemy is still in play, this unit may target a friendly unit within 2 spaces. Place the target adjacent to that enemy.

Smoke Bomb

Standard Event • Magic Phase • Cloaks

  • Cost: 0 magic

Target a friendly common or champion within 3 spaces of your summoner.

ACTIVE. The target cannot be targeted by attacks.

Tundra Orcs

Starting Setup: 1 x Tundra Fighter, 1 x Frost Shaman.

Grognack (Summoner)

Summoner Unit • Tundra Orcs

  • Life: 13
  • Strength: 4 (Melee)

Restore. After this unit moves, if it is unboosted, boost it.

Influence. When a friendly unit within 3 spaces of this unit rolls dice for an attack or ability during your turn, you may spend 1 boost to re-roll all of those dice.

Ragnor (Champion)

Champion Unit • Tundra Orcs

  • Cost: 5 magic
  • Life: 8
  • Strength: 3 (Melee)

Blood Bond. After this unit attacks an enemy unit, add boost to your summoner equal to the number of Special symbols rolled.

Shonk (Champion)

Champion Unit • Tundra Orcs

  • Cost: 5 magic
  • Life: 11
  • Strength: 8 (Melee)

Wild Strike. When this unit attacks, add 1 damage to the target for each Special symbol rolled, instead of each Melee symbol rolled.

Targan (Champion)

Champion Unit • Tundra Orcs

  • Cost: 5 magic
  • Life: 6
  • Strength: 4 (Ranged)

Far Shot. This unit may attack cards up to 4 clear straight spaces away.

Piercing Frost. Friendly adjacent Frost units have +1 strength.

Tundra Fighter (Common)

Common Unit • Tundra Orcs

  • Cost: 1 magic
  • Life: 3
  • Strength: 2 (Melee)

Frenzy. After each time this unit attacks an adjacent enemy card, roll a die. If a Special symbol is rolled, you may force this unit 1 space. If you do, this unit may resolve an extra attack against an adjacent enemy card.

Frost Shaman (Common)

Common Unit • Tundra Orcs

  • Cost: 1 magic
  • Life: 4
  • Strength: 3 (Ranged)

Unwieldy Magic. When this unit attacks, if 0 Special symbols are rolled, no damage is added to the target.

Smasher (Common)

Common Unit • Tundra Orcs

  • Cost: 3 magic
  • Life: 6
  • Strength: 4 (Melee)

Sluggish. When this unit is being attacked, Special symbol = add 1 extra damage to this unit.

Tundra Charger (Common)

Common Unit • Tundra Orcs

  • Cost: 0 magic
  • Life: 2
  • Strength: 2 (Melee)

Blood Rush. After summoning this unit, you may add 1 damage to it to force it 1 space.

Freeze

Standard Event • Summon Phase • Tundra Orcs

  • Cost: 0 magic

Target an unboosted common or champion within 3 spaces of your summoner.

ACTIVE. The target has no abilities and cannot move, attack, be targeted by an attack, or be forced.

For Glory

Epic Event • Build Phase • Tundra Orcs

  • Cost: 0 magic

ACTIVE. Friendly commons have this ability:

Reckless Strike. This unit has +2 strength. When this unit attacks, if 0 or 1 Special symbols are rolled, when adding damage to the target, add the same number of damage to this unit.

Brutal Force

Standard Event • Attack Phase • Tundra Orcs

  • Cost: 0 magic

ACTIVE. Friendly units have this ability:

Forceful Attack. After this unit attacks and damages a unit, you may force that unit 1 space away from this unit.

Primal Fury

Standard Event • Attack Phase • Tundra Orcs

  • Cost: 0 magic

ACTIVE. Once per turn, after your summoner attacks an adjacent enemy card, you may force your summoner 1 or 2 spaces. If you do, your summoner may resolve an extra attack against an adjacent enemy card.

Phoenix Elves

Starting Setup: 1 x Ember Archer, 1 x Royal Guardian.

Queen Maldaria (Summoner)

Summoner Unit • Phoenix Elves

  • Life: 9
  • Strength: 4 (Ranged)

Call Protection. At the end of your Attack Phase, if this unit attacked an enemy card this turn, it may target a friendly unit. Place the target adjacent to this unit.

Save the Queen. Friendly adjacent units cannot be attacked through or forced.

Fanessa (Champion)

Champion Unit • Phoenix Elves

  • Cost: 5 magic
  • Life: 9
  • Strength: 3 (Melee)

Riposte. After this unit is attacked by an adjacent enemy unit, if this unit is still in play, add 1 damage to that enemy.

Fire Drake (Champion)

Champion Unit • Phoenix Elves

  • Cost: 8 magic
  • Life: 10
  • Strength: 4 (Ranged)

Protector. This unit may be summoned adjacent to your summoner.

Fire Breath. This unit may attack through units. When it does, Special symbol = add 1 damage to each unit between this unit and its target.

Holleas (Champion)

Champion Unit • Phoenix Elves

  • Cost: 5 magic
  • Life: 7
  • Strength: 3 (Ranged)

Fiery Summon. You may summon Ember units adjacent to this unit.

Ignite. Friendly adjacent Ember units have +1 strength.

Royal Guardian (Common)

Common Unit • Phoenix Elves

  • Cost: 2 magic
  • Life: 4
  • Strength: 1 (Melee)

Engage. Each time an adjacent enemy unit moves or is forced away from this unit, add 1 damage to that enemy.

Shove. After this unit attacks an adjacent enemy common or champion, you may force that enemy 1 space.

Ember Archer (Common)

Common Unit • Phoenix Elves

  • Cost: 1 magic
  • Life: 2
  • Strength: 2 (Ranged)

Quick Shot. After this unit moves, it may target a unit within 3 clear straight spaces. Add 1 damage to the target.

Ember Mage (Common)

Common Unit • Phoenix Elves

  • Cost: 1 magic
  • Life: 2
  • Strength: 2 (Ranged)

Guarded. The first time this unit is attacked on a turn, do not add more than 1 damage to it for that attack.

Ember Beast (Common)

Common Unit • Phoenix Elves

  • Cost: 2 magic
  • Life: 3
  • Strength: 3 (Melee)

Born of Fire. This unit may be summoned adjacent to a friendly Ember unit.

Wildfire. At the start of your Move Phase, add 1 damage to each adjacent enemy unit.

Burn

Standard Event • Move Phase • Phoenix Elves

  • Cost: 0 magic

Target a common or champion within 2 spaces of your summoner. Add 2 damage to the target.

Blinding Flare

Standard Event • Magic Phase • Phoenix Elves

  • Cost: 1 magic

ACTIVE. When your summoner or a friendly unit adjacent to your summoner is being attacked, add 1 damage to it for each Special symbol rolled, instead of each Melee or Ranged symbol rolled.

Divine Retribution

Standard Event • Magic Phase • Phoenix Elves

  • Cost: 0 magic

ACTIVE. Your summoner has this ability:

Aura of the Phoenix. After this unit or a friendly unit within 3 spaces is attacked by an enemy unit, add 1 damage to that enemy.

Spirit of the Phoenix

Epic Event • Summon Phase • Phoenix Elves

  • Cost: 0 magic

ACTIVE. When the ability of a friendly unit adds damage to an enemy unit without attacking it, the ability adds 1 more damage.

Eternal Council

Starting Setup: 1 x Citadel Advisor, 1 x Mind Knight.

Praefectus Edia (Summoner)

Summoner Unit • Eternal Council

  • Life: 13
  • Strength: 3 (Ranged)

Kinetic Siphon. Once per turn, after this unit attacks an enemy unit or is attacked by an enemy unit, boost this unit.

Persist. When you would discard an active event, you may instead spend 2 boost to keep that event in play.

Dominus Katu (Champion)

Champion Unit • Eternal Council

  • Cost: 6 magic
  • Life: 10
  • Strength: 2 (Ranged)

Resolute. At the end of your turn, if your draw pile is empty, boost this unit.

Imbued Strength. This unit has +1 strength for each boost it has, to a maximum of +5.

Dominus Malunar (Champion)

Champion Unit • Eternal Council

  • Cost: 5 magic
  • Life: 8
  • Strength: 3 (Melee)

Punish. After an enemy unit is summoned within 2 spaces of this unit, your opponent must discard 1 card from their hand, if able.

Dominus Ovi (Champion)

Champion Unit • Eternal Council

  • Cost: 4 magic
  • Life: 6
  • Strength: 2 (Ranged)

Mastermind. This unit has +1 strength for every 2 cards you have in your hand.

Ancient Scholar (Common)

Common Unit • Eternal Council

  • Cost: 1 magic
  • Life: 2
  • Strength: 3 (Melee)

Wise. After summoning this unit, you may draw 1 card.

Analyze. After this unit attacks an enemy unit, you may draw 1 card.

Citadel Advisor (Common)

Common Unit • Eternal Council

  • Cost: 1 magic
  • Life: 3
  • Strength: 2 (Ranged)

Intel. After this unit moves, you may draw 1 card.

Warn. After this unit attacks an enemy unit, you may choose 1 card in your hand and place it on the bottom of your draw pile to force your summoner 1 space.

Enigma Sage (Common)

Common Unit • Eternal Council

  • Cost: 2 magic
  • Life: 4
  • Strength: 3 (Ranged)

Exploit. After this unit attacks an enemy unit, you may choose 1 card in your hand and place it on the bottom of your draw pile to target an adjacent unit. Add 1 damage to the target.

Mind Knight (Common)

Common Unit • Eternal Council

  • Cost: 2 magic
  • Life: 4
  • Strength: 2 (Melee)

Invoke Fear. After an enemy unit ends its move adjacent to this unit, your opponent must discard 1 card from their hand, if able.

Shove. After this unit attacks an adjacent enemy common or champion, you may force that enemy 1 space.

Learn

Epic Event • Magic Phase • Eternal Council

  • Cost: 0 magic

Add 2 boost to this card.

ACTIVE. After each event your opponent played is discarded, remove 1 boost from this card, if able. If you do, add that event to your hand.

When this card is discarded, move all boost remaining on this card to your summoner.

Insight

Standard Event • Summon Phase • Eternal Council

  • Cost: 0 magic

ACTIVE. Each time you draw 1 or more cards, boost this card.

Your summoner has +1 strength for each boost on this card, to a maximum of +5.

Seek

Standard Event • Summon Phase • Eternal Council

  • Cost: 0 magic

ACTIVE. At the start of your Move, Build and Attack Phases, you may draw 1 card.

Psychic Assault

Standard Event • Summon Phase • Eternal Council

  • Cost: 0 magic

ACTIVE. Each time you draw 1 or more cards during your turn, you may target an enemy common or champion within 2 spaces of your summoner. Add 1 damage to the target.

Fungal Dwarves

Starting Setup: 1 x Spore Carrier, 1 x Fungal Beast.

Kuldak (Summoner)

Summoner Unit • Fungal Dwarves

  • Life: 12
  • Strength: 4 (Melee)

Blood Bloom. After each time a friendly unit within 2 spaces of this unit is destroyed, boost all friendly units that were within 2 spaces of this unit at that time.

Maldar (Champion)

Champion Unit • Fungal Dwarves

  • Cost: 3 magic
  • Life: 8
  • Strength: 3 (Melee)

Corrupt. At the end of your Move Phase, add 1 damage to this unit. If this unit is still in play, you may then target a friendly adjacent unit. Add 2 boost to the target.

Monstrosity (Champion)

Champion Unit • Fungal Dwarves

  • Cost: 3 magic
  • Life: 13
  • Strength: 5 (Melee)

Final Form. When paying costs to summon this unit, you must also destroy a friendly Fungal Beast that has 5 or more boost. Replace the destroyed unit with this unit.

Thoon (Champion)

Champion Unit • Fungal Dwarves

  • Cost: 6 magic
  • Life: 7
  • Strength: 2 (Ranged)

Blood Fury. Each time a unit is destroyed on your turn, boost this unit. At the end of your turn, remove 2 boost from this unit.

Imbued Strength. This unit has +1 strength for each boost it has, to a maximum of +5.

Fungal Beast (Common)

Common Unit • Fungal Dwarves

  • Cost: 3 magic
  • Life: 5
  • Strength: 3 (Melee)

Infect. After this unit destroys a unit, you may replace the destroyed unit with a Carrier unit from your discard pile.

Parasitic. At the end of your Attack Phase, either spend 1 boost or add 1 damage to this unit.

Spore Carrier (Common)

Common Unit • Fungal Dwarves

  • Cost: 0 magic
  • Life: 2
  • Strength: 2 (Melee)

Rupture. At the end of your Magic Phase, if this unit has 3 or more boost, destroy it.

Fungal Transformation. After this unit is destroyed, if it had 3 or more boost, replace it with a Fungal Beast from your discard pile, if able.

Blood Shaman (Common)

Common Unit • Fungal Dwarves

  • Cost: 1 magic
  • Life: 2
  • Strength: 3 (Ranged)

Transfer. After this unit moves, it may target 1 or 2 friendly units within 2 spaces. Move any number of boost either from this unit to one target, or from one target to the other.

Blight Mage (Common)

Common Unit • Fungal Dwarves

  • Cost: 2 magic
  • Life: 3
  • Strength: 4 (Ranged)

Blood Imbue. Once per turn, during your Move Phase, this unit may target a friendly unit within 2 spaces. Boost the target, then add 1 damage to it.

Release Spores

Epic Event • Magic Phase • Fungal Dwarves

  • Cost: 0 magic

Retrieve up to 2 Carrier units from your discard pile and place them adjacent to your summoner.

Stimshrooms

Standard Event • Summon Phase • Fungal Dwarves

  • Cost: 0 magic

ACTIVE. After moving a unit, you may boost it. If you do, first you may force it 1 space, then add 1 damage to it.

Symbiotic Healing

Standard Event • Move Phase • Fungal Dwarves

  • Cost: 0 magic

Target any number of damaged friendly commons and champions. Remove 1 damage from each target and boost each target.

Demand

Standard Event • Attack Phase • Fungal Dwarves

  • Cost: 0 magic

Target a friendly common within 3 spaces of your summoner. The target may resolve an extra attack. Destroy the target.

Skyspear Avians

Starting Setup: 1 x Aerie Sage, 1 x Aerie Steward.

Ava (Summoner)

Summoner Unit • Skyspear Avians

  • Life: 10
  • Strength: 3 (Ranged)

Flight. When this unit moves, it may move 1 extra space and through cards.

Take to the Skies. At the start of your Move Phase, friendly Aerie units within 2 spaces of this unit gain Flight until the end of your turn.

Sairook (Champion)

Champion Unit • Skyspear Avians

  • Cost: 5 magic
  • Life: 6
  • Strength: 3 (Ranged)

Aerie Captain. While on the battlefield, this unit has the abilities of every friendly Aerie unit on the battlefield.

Gilford (Champion)

Champion Unit • Skyspear Avians

  • Cost: 5 magic
  • Life: 7
  • Strength: 3 (Ranged)

Flight. When this unit moves, it may move 1 extra space and through cards.

Bully. After this unit moves, it may target any number of adjacent enemy units. Force each target 1 space.

Rath (Champion)

Champion Unit • Skyspear Avians

  • Cost: 6 magic
  • Life: 7
  • Strength: 4 (Melee)

Prepare. Instead of moving this unit, you may boost it.

Prey. Once per turn, during your Attack Phase, you may spend 1 boost to place this unit adjacent to a damaged enemy common or champion.

Aerie Diver (Common)

Common Unit • Skyspear Avians

  • Cost: 1 magic
  • Life: 2
  • Strength: 2 (Melee)

Dive In. This unit may be summoned on a space within 2 spaces of your summoner.

Sudden Strike. After summoning this unit, you may add 1 damage to an adjacent enemy unit.

Aerie Sage (Common)

Common Unit • Skyspear Avians

  • Cost: 1 magic
  • Life: 3
  • Strength: 1 (Ranged)

Strong. This unit has +1 strength.

Aerie Support. Friendly adjacent Aerie units have Strong.

Aerie Sentinel (Common)

Common Unit • Skyspear Avians

  • Cost: 2 magic
  • Life: 4
  • Strength: 3 (Melee)

Stalwart. This unit cannot be forced, moved through, or attacked through by effects on cards your opponent controls.

Aerie Steward (Common)

Common Unit • Skyspear Avians

  • Cost: 2 magic
  • Life: 5
  • Strength: 2 (Ranged)

Worthy. When this unit attacks, if it is adjacent to your summoner, Special symbol = Ranged symbol.

Sky Assault

Standard Event • Attack Phase • Skyspear Avians

  • Cost: 0 magic

ACTIVE. Friendly Ranged units with Flight have this ability:

Aerial Shot. This unit may attack through units.

Battle Song

Standard Event • Attack Phase • Skyspear Avians

  • Cost: 0 magic

ACTIVE. Friendly units within 2 spaces of your summoner have this ability:

Blitz. The first time this unit attacks on a turn, it has +1 strength during that attack.

Gathering Song

Epic Event • Summon Phase • Skyspear Avians

  • Cost: 0 magic

ACTIVE. Your summoner has this ability:

Gather the Flock. Once per turn during your Summon Phase and once per turn during your Magic Phase, you may place up to 2 friendly commons adjacent to this unit.

Aerie Gate

Standard Event • Structure • Build Phase • Skyspear Avians

  • Cost: 0 magic
  • Life: 3

After you summon a unit adjacent to this gate, you may force that unit 1 space unless it was already forced by an Aerie Gate.

Deck Composition

Each faction's Starting Setup is printed as a list of cards with a count for each. The sheets print the group labels "Events (2x)" and "Commons (4x)" above the card images, and no count for the Champions group or the summoner. These labels are transcribed as printed. Deck limits are set by the base rulebook.

Card Notes

  • Each sheet shows one image per card design. Duplicate copies of the same card are not reproduced.
  • The sheets do not reproduce any Summoner Wall cards.
  • Card text is transcribed as printed. The sheets' Plaid Hat copyright boxes are not reproduced.

Gaps and Notes

  • Source. The source is six two-page card reference sheets (one per faction) merged into one 12-page PDF, not a rules document. The PDF has no text layer for the card text, so each card's text was read from the card images on the sheets (rendered at 300 dpi and cropped per card). The sheets carry the card names, type lines, costs, life, strength discs and printed card text.
  • Strength icons. The sword icon is Melee and the bow icon is Ranged. Each strength value is read from the strength disc, and the icon type is read from its shape.
  • Special symbol. The jagged black die-face mark is transcribed as "Special symbol", the name the base rulebook gives that die face.
  • Melee symbol on Shonk. The sword-shaped die-face glyph in Shonk's Wild Strike is transcribed as "Melee symbol". The glyph after "or" in Blinding Flare is read as the Ranged symbol. Both are read from the image and should be checked against a physical card.
  • Ranged symbol on Sky Assault. The symbol in "Friendly ... units with Flight" is transcribed as "Ranged", matching the bow glyph used elsewhere on the same card design. This is read from the image.
  • Special symbol on Aerie Steward. The first symbol in Worthy is the Special symbol, and the second is the Ranged symbol. Read from the image; it should be checked against a physical card.
  • Cost icon. The star-shaped symbol beside each card's first stat is read as magic cost, following the Summoner Wars (Second Edition) convention. Summoners have no cost.
  • Header icons. The small coloured symbols in each card's header bar (faction and type glyphs) are not transcribed. The faction is given in each type line.
  • Type lines as printed. Type lines are transcribed as printed, including the Admiral's "Champion • Cloaks" (no "Unit") and Aerie Gate's "Standard Event • Structure • Build Phase".
  • Phase labels. Phase names on the event headers are transcribed as printed.
  • Cross-check. The Cloaks, Eternal Council, Fungal Dwarves and Skyspear Avians sheets already have catalogued transcriptions (the individual faction deck rulebooks in data/rulebooks/). This document was transcribed from the sheets in this PDF. The Cloaks card text was checked line by line against the sheet. The Fungal Dwarves and Skyspear Avians stat lines were compared against those files, but their card text was not compared word by word. The Eternal Council stat lines are not in the catalogued Eternal Council file, and they are included here as printed on the sheet.