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Uprising: Armory of Azuhl

Expansion for Uprising: Curse of the Last Emperor

Uprising: Armory of Azuhl Rulebook

Table of Contents

Table of Contents

  • Icons on the Cards
  • Item Cards
    • Blackheart
    • Blooddagger
    • Deepling Glowshroom
    • Drakhforge Shield
    • Drakhtower Ruins
    • Drakorean Warhelm
    • Ghost of Vyoth
    • Ghoststone
    • Hidden Village
    • Imperial Armory
    • Jikata
    • Mask of Aezher
    • Moonstaff
    • Nobu's Masks
    • Runestrings
    • Sanctuaries
    • Scout Network
    • Screamer
    • Slaver's Kiss
    • Sunstaff
    • Traders Guild of Norngaard
    • Wall of Shadows
  • Notes on the Transcription

Icons on the Cards

The cards use icons where the base rulebook uses words. They are written below using the base rulebook's own terms.

  • Requirement icons (printed with a number, left of the cost): red fist = Might; green hooded figure = Guile; crown = Leadership; purple swirl = Magic. The number is the attribute a Hero needs to use the card (see the base rulebook, Buying and Using Items).
  • Blue crystal with a number = Salt cost of the card.
  • Blue gem in card text = Salt.
  • Coloured cubes = dice of that colour: red = Might die, purple = Magic die, blue = Leadership die, white and yellow = Guile dice.
  • Shield, Bolt and Skull = the combat symbols of the base game.
  • Mountain = impassable terrain.
  • Hourglass (top left) has no printed word. It appears on cards whose text reads ALWAYS or "When you gain this".
  • Not named on the card face: the red resource icon (a stack of red cubes on Drakhforge Shield, a red gem on Traders Guild of Norngaard) and the red skull at top right (on Ghost of Vyoth, Imperial Armory, Jikata, Sanctuaries and Sunstaff). They are written in brackets below; the transcriber did not identify them from the card face or the base rulebook.

Item Cards

Cards are listed alphabetically. Each entry gives the card's printed text and its stats line (Salt cost, Requires, and any Bonus). Timing words printed on the card (ALWAYS, ACTIONS, Archery, Clash, Archery & Clash, After Combat, and the italic qualifiers) are kept as printed.

Blackheart

Cost: 2 Salt. Bonus: +1 Might (red die).

When you gain this, place it under your Hero card.

Blooddagger

Cost: 2 Salt. Bonus: +1 Guile (white or yellow die).

When you gain this, place it under your Hero card.

Deepling Glowshroom

Cost: 2 Salt.

ALWAYS

When you would discard 1 Feat, you may discard this instead.

Drakhforge Shield

Cost: 1 Salt. Requires: Might 2.

ARCHERY & CLASH

Pay 2 [red resource] to gain 1 Shield.

Before damage. Once per round. On your Hero's hex.

Drakhtower Ruins

Cost: 2 Salt. Requires: Guile 1.

When you gain this, place 1 Tower on any Haven.

ARCHERY

If you have a Tower here, gain 1 die that you already roll in Archery.

Before rolling. Once per round.

Drakorean Warhelm

Cost: 2 Salt. Requires: Might 2.

CLASH

Remove 1 of your Units in any Graveyard from the game, to gain 1 Shield.

Before damage. Once per round. On your Hero's hex.

Ghost of Vyoth

Cost: 1 Salt. Requires: Leadership 1.

AFTER COMBAT

You may return 1 of your Units destroyed here to the reserve.

On your Hero's hex.

Ghoststone

Cost: 2 Salt. Bonus: +1 Leadership (blue die).

When you gain this, place it under your Hero card.

Hidden Village

Cost: 3 Salt. Requires: Guile 3.

ALWAYS

When you gain this, place ANY player's Haven here. This is not a hex and can not gain a Target or Units, but generates Salt.

Imperial Armory

Cost: 2 Salt.

ACTIONS

Discard this, to exchange 1 of your Units with another of your Units from the reserve.

Jikata

Cost: 3 Salt. Requires: Magic 2.

ARCHERY & CLASH

Flip this, to gain 1 Bolt.

Before damage. On your Hero's hex.

Mask of Aezher

Cost: 2 Salt. Requires: Leadership 3.

ALWAYS

Flip this, when a Legion or Horde moves, to move it instead to an adjacent hex.

Moonstaff

Cost: 2 Salt. Bonus: +1 Magic (purple die).

When you gain this, place it under your Hero card.

Nobu's Masks

Cost: 1 Salt. Requires: Guile 1.

ACTIONS

When you use the Quest Action, you may reroll a white die and a yellow die once.

Runestrings

Cost: 2 Salt. Requires: Might 2.

ARCHERY & CLASH

Flip this, to gain 1 Shield for each of your Havens with a Wall.

Before damage. On your Hero's hex.

Sanctuaries

Cost: 3 Salt. Requires: Leadership 2.

ALWAYS

Gain 1 Salt during the Scoring Phase for each of your Havens with a Wall & Tower.

Scout Network

Cost: 1 Salt. Requires: Guile 3.

ACTIONS

When you use the Command Action, you ignore impassable terrain.

Screamer

Cost: 2 Salt. Requires: Might 2.

CLASH

Exchange 1 of your Unit's dice with 1 red die.

Before rolling. Once per round. On your Hero's hex.

Slaver's Kiss

Cost: 2 Salt. Requires: Might 1.

CLASH

Discard this, to ignore all enemy Shields.

Before damage. On your Hero's hex.

Sunstaff

Cost: 2 Salt. Requires: Leadership 3.

ALWAYS

You may consider your Units in any Graveyard as if they were also in your reseve. [sic: printed "reseve"]

Traders Guild of Norngaard

Cost: 1 Salt. Requires: Guile 2.

ACTIONS

Flip this, to use the Trade Action for zero [red resource]. All Heros may trade resources and Items.

Wall of Shadows

Cost: 1 Salt. Requires: Magic 1.

When you gain this, place 1 Wall on any Haven.

CLASH

You may exchange the blue die of your Walls with a purple die.

Before rolling.

Notes on the Transcription

  • Names. Card names are printed in capitals and are written here in title case. The face of the Runestrings card prints the name as two words, "RUNE STRINGS". The card whose file is named "Mask of Ne_h" prints its name as "NOBU'S MASKS", and it is transcribed under that printed name.
  • Misprint kept. The Sunstaff card prints "reseve". It is transcribed as printed and marked [sic].
  • Unnamed icons. The red resource icon and the red skull icon are not named on the card faces. They appear in brackets or are omitted from the text. The transcriber did not guess their names. A reader can resolve the red resource icon against the base game's resource tokens.
  • Bonus colours. The Blooddagger's Guile bonus shows a white and a yellow cube. It is written as "white or yellow die", following the base rulebook's Guile rule. The Nobu's Masks dice are read from a white cube and a yellow cube.
  • Card type. The card faces carry no type label. They are transcribed as Items because they show a Salt cost and a Hero attribute requirement, as base game Items do.
  • Legibility. All printed text on the 22 faces is legible. No part of the text is illegible.