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Warhammer: Invasion – Karaz-a-Karak thumbnail

Warhammer: Invasion – Karaz-a-Karak

Expansion for Warhammer: Invasion

Warhammer: Invasion – Karaz-a-Karak Rulebook

Table of Contents

Table of Contents

  • Cards
    • 61. Mountain Sentry
    • 62. Queen Helga
    • 63. Lore Seeker
    • 64. Runeblades
    • 65. Teller of Tales
    • 66. Mineshaft Engineer
    • 67. Heart Forge
    • 68. Karak Great Cannon
    • 69. The Great Guild Hall
    • 70. Leave No Trace
    • 71. Guard Squigs
    • 72. Master Alchemist
    • 73. Elven Scout
    • 74. Disc of Tzeentch
    • 75. Chosen of Anath Raema
    • 76. Zombie Dragon
    • 77. Cube of Darkness
    • 78. Paranoia
    • 79. Building Plans
    • 80. Building for War

Cards

One entry per card in the pack. The line under each name gives the card's type, faction, printed cost, loyalty, power and HP, and traits.

61. Mountain Sentry

Unit | Dwarf | Cost 1 | Loyalty 2 | Power 0 | HP 1 | Traits: Musician.

Ranger units in this zone get +2 hit points.

62. Queen Helga

Unit | Dwarf | Cost 5 | Loyalty 3 | Power 1 | HP 3 | Traits: Hero. Noble.

Limit one Hero per zone. Toughness 2.Action: When a Hero unit enters play under your control, put a [Dwarf] unit with printed cost 3 or lower into play in the same zone from your hand.

63. Lore Seeker

Unit | Dwarf | Cost 2 | Loyalty 1 | Power 1 | HP 2 | Traits: Priest.

Action: When you play a tactic, put a resource token on this card. Action: Move a resource token from this card to another card with a resource token already on it.

64. Runeblades

Unit | Dwarf | Cost 4 | Loyalty 2 | Power 0 | HP 3 | Traits: Warrior. Elite.

This unit deals +X damage in combat while attacking. X is the highest loyalty of a [Dwarf] card you control.

65. Teller of Tales

Unit | Dwarf | Cost 2 | Loyalty 3 | Power 1 | HP 1 | Traits: Storyteller.

Kingdom. Action: When an ability is triggered on a quest you control, target [Dwarf] unit gains [Power] until the end of the turn.

66. Mineshaft Engineer

Unit | Dwarf | Cost 4 | Loyalty 1 | Power 1 | HP 4 | Traits: Engineer.

Action: Sacrifice a development in this zone to reveal the top five cards of your deck. Randomly take one revealed card into your hand and discard the rest.

67. Heart Forge

Support | Dwarf | Cost 2 | Loyalty 3 | Power 1 | Traits: Location.

Kingdom. Lower the cost of each Rune card you play by 1.

68. Karak Great Cannon

Support | Dwarf | Cost 2 | Loyalty 2 | Power 0 | Traits: Fortification.

Action: When this zone is attacked, sacrifice X developments in this zone to deal 2 damage to X target attacking units.

69. The Great Guild Hall

Support | Dwarf | Cost 5 | Loyalty 5 | Power 4 | Traits: Capital Center.

This card enters play with 4 resource tokens on it. Action: At the beginning of your turn, remove a resource token from this card. Then, if there are no resource tokens on this card, search your deck for up to 5 [Dwarf] support cards, reveal them, and add them to your hand. Then, shuffle your deck.

70. Leave No Trace

Tactic | Dwarf | Cost 1 | Loyalty 3

Action: Discard a card from your hand with X loyalty to deal X damage to target defending unit.

71. Guard Squigs

Support | Orc | Cost 2 | Loyalty 3 | Power 1 | Traits: Condition. Creature.

Action: When this zone is attacked, this card becomes a unit with 3 hit points until the end of the turn (it also retains its power). It also counts as a support card.

72. Master Alchemist

Unit | Empire | Cost 3 | Loyalty 4 | Power 2 | HP 2 | Traits: Mage.

You may spend resource tokens on this unit to play cards. Action: At the beginning of your turn, discard a card from your hand to put a resource token on this card.

73. Elven Scout

Unit | High Elf | Cost 1 | Loyalty 3 | Power 1 | HP 1 | Traits: Ranger.

Action: When this unit enters or leaves play, put a resource token on a card with a resource token on it.

74. Disc of Tzeentch

Support | Chaos | Cost 0 | Loyalty 3 | Power 0 | Traits: Attachment. Creature.

Attach to a target [Chaos] unit. While attached unit is corrupted, it gains [Power] and may attack from any zone.

75. Chosen of Anath Raema

Unit | Dark Elf | Cost 2 | Loyalty 2 | Power 1 | HP 1 | Traits: Assassin.

Action: Corrupt this unit to choose a target unit in any corresponding zone and discard the top card of your deck. Destroy target unit if it has fewer remaining hit points than the loyalty of the discarded card. Then, if the discarded card was not a [Dark Elf] card, destroy this unit.

76. Zombie Dragon

Unit | Neutral | Cost 6 | Loyalty 0 | Power 3 | HP 3 | Traits: Undead. Dragon.

Destruction only. Necromancy. Feared 1.Action: When this unit enters play, all Undead units gain [Power] until the end of the turn.

77. Cube of Darkness

Tactic | Neutral | Cost 2 | Loyalty 0 | Traits: Lizardmen.

Order only. Play only if you control a Lizardmen unit. Action: Cancel an Action just triggered by a card in play. That Action may not be triggered for the rest of the turn.

78. Paranoia

Support | Neutral | Cost 1 | Loyalty 0 | Power 0 | Traits: Attachment. Condition.

Attach to a target unit. Cards with fewer than 3 loyalty cannot enter this zone. Action: Destroy attached unit. Only your opponent may trigger this ability.

79. Building Plans

Tactic | Neutral | Cost 1 | Loyalty 0

Limited. Action: Search the top five cards of your deck for up to two non-Attachment support cards, reveal them, and add them to your hand. Then, shuffle your deck.

80. Building for War

Quest | Dwarf | Cost 0 | Loyalty 3

Quest. Action: When this card enters play, draw a card. Quest. Action: When you play a [Dwarf] non-Attachment support card from your hand, gain 1 resource if a unit is questing here.