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Card Database

Corinth

Karnage

Psiker

Ramus

Bombardment

Hospitable

Intelligence

Swarming

Targeting

Search Card Text by: Faction or Attributes (in order above for multiple Attributes) or by Card Name or Card Text

Solar Eclipse
Corinth Trade World (B)

Corinth Trade World (B)

Rulings:

Corinth

Faction:

- The friendly faction unit required for this card's engage ability can be in any zone.

Corinth Trading Post (C)

Corinth Trading Post (C)

Rulings:

Corinth

Faction:

- The friendly faction unit required for this card's engage ability can be in any zone.

Doctrine of the War Profiteer

Doctrine of the War Profiteer

Rulings:

Corinth

Faction:

- The second ability can target a friendly faction unit in any zone.

Flak Barrage (S)

Flak Barrage (S)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- The unit that was removed from attacking is considered to have taken an attack action.

Heavy Hunter (S)

Heavy Hunter (S)

Rulings:

Corinth

Faction:

Hunter Commando (S)

Hunter Commando (S)

Rulings:

Corinth

Faction:

Hunter's Strike

Hunter's Strike

Rulings:

Corinth

Faction:

- If a player is unable to draw a card, the rest of this card's effect is negated.
- If a Hunter type unit is placed into a different zone then the player's home zone while being played, the player cannot use Hunter's Strike.
- Hunter's Strike places the unit upon drawing the card. A player may choose any order for effects triggered by drawing the card.

Pack Dropship

Pack Dropship

Rulings:

Corinth

Faction:

-A player may reset a unit that had its engage effect triggered by drawing a card. (ie: if a Strike Hunter deals 2 damage by drawing a card, a player can reset the Strik Hunter on the same trigger.)

Pack Tactics (S)

Pack Tactics (S)

Rulings:

Corinth

Faction:

- A player may look at the card before choosing to reveal it.
- A player must choose if their revealing the card before it is placed in their hand.

Raise Shields (S)

Raise Shields (S)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- Any DEF the unit has after the attack remains until the end of the turn. (For example, if the unit has 5 DEF after Raise Shields, and it is attacked for 1, its remaining DEF will be 4 until more damage is dealt or until the end of the turn.)

Self Sacrifice (S)

Self Sacrifice (S)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- All units attacking the original target are switched to the new target.
-The defending player may still choose an interceptor for the attack.

Strike Hunter (S)

Strike Hunter (S)

Rulings:

Corinth

Faction:

- Pack Hunter may place this unit into a new zone before this unit declares targets for its engage.
- Engaging this unit will cause a Psionic Warrior a player control to trigger, drawing a player a card, which will trigger this unit to deal damage.

Trade Coalition Boarding Ship (B)

Trade Coalition Boarding Ship (B)

Rulings:

Corinth

Faction:

- If this unit intercepts, the target of the attack is changed, and this unit places a damage counter on the unit it intercepts.
- This unit places damage counters on all units attacking it after intercepts are declared. If a unit intercepts one of the units attacking this unit, no damage counters are placed on the intercepted unit.

Trade Coalition Defender (B)

Trade Coalition Defender (B)

Rulings:

Corinth

Faction:

- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.

Trade Coalition Frigate (B)

Trade Coalition Frigate (B)

Rulings:

Corinth

Faction:

- If a player choose to play the unit, a player must play it before sending it to a player's hand.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Trade Coalition Schooner (B)

Trade Coalition Schooner (B)

Rulings:

Corinth

Faction:

- This unit must be on the battlefield for its passive to give a player a cmd point.

Trade Deal (B)

Trade Deal (B)

Rulings:

Corinth

Faction:

- A player can still play this card if they do not control a friendly faction unit, but they will not gain the 2 cmd points.

Burn Striker Battle Station

Burn Striker Battle Station

Rulings:

Karnage

Faction:

Burn Striker Grunt (C)

Burn Striker Grunt (C)

Rulings:

Karnage

Faction:

Burn Striker Heavy (C)

Burn Striker Heavy (C)

Rulings:

Karnage

Faction:

- This unit counts itself as a friendly faction unit.

Burning Hell Fire (B)

Burning Hell Fire (B)

Rulings:

Karnage

Faction:

Burning Husk

Burning Husk

Rulings:

Karnage

Faction:

- A player only deals damage to HP, not to DEF. (For example, if a player deal 2 damage to a 2 DEF territory, this territory would not trigger.)

Commanding Burn Striker (S)

Commanding Burn Striker (S)

Rulings:

Karnage

Faction:

- A player must place at least this unit, and target burn striker if able into the open zone.
- If this is the only Burn Striker type unit in a player's home zone, then it only places itself into the open zone.
-If this unit is played to a different zone then the home zone, it will still place itself and another target burnstriker you control (if able) in the same zone into the open zone. (Unless it is played to the open zone.)

Open Warfare (B)

Open Warfare (B)

Rulings:

Karnage

Faction:

- A player may play this trap, even if the target unit is destroyed by the attack.

Overwhelming Assault (S)

Overwhelming Assault (S)

Rulings:

Karnage

Faction:

Quick Strike (S)

Quick Strike (S)

Rulings:

Karnage

Faction:

Red Squadron Leader (S)

Red Squadron Leader (S)

Rulings:

Karnage

Faction:

- If a player are unable to discard a card, the rest of the engage is negated.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

The Cult of Wars Rage

The Cult of Wars Rage

Rulings:

Karnage

Faction:

- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Tri-shot (B)

Tri-shot (B)

Rulings:

Karnage

Faction:

- A player may use this Tactic to engage a Tri-wing type unit a player control that entered play this turn.

Tri-wing Interceptor (B)

Tri-wing Interceptor (B)

Rulings:

Karnage

Faction:

Tri-wing Red Squadron (B)

Tri-wing Red Squadron (B)

Rulings:

Karnage

Faction:

- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Wars Rage Deployer

Wars Rage Deployer

Rulings:

Karnage

Faction:

- A player can choose to fail to find any number of cards when searching. If the player does not find a card, they do not reveal the card, but still shuffle their deck. (For example a player can choose to only find 2 of the 3 Wars Rage Tri-wings.)

Wars Rage Dreadnought

Wars Rage Dreadnought

Rulings:

Karnage

Faction:

- If this unit is dealt damage in the player's home zone, they choose one of their own territories to place 2 damage counters on.
- dealing damage to this units DEF will not trigger its first passive.
- If this unit only deals damage to a units DEF, it will not trigger its second passive.
- If another card causes this unit to deal damage outside of combat, this unit will trigger its second passive.

Wars Rage Tri-wing (S)

Wars Rage Tri-wing (S)

Rulings:

Karnage

Faction:

Burdened Colony

Burdened Colony

Rulings:

Psiker

Faction:

Doctrine of Mental Prowess

Doctrine of Mental Prowess

Rulings:

Psiker

Faction:

Doom Foreteller (B)

Doom Foreteller (B)

Rulings:

Psiker

Faction:

Doomsday World (B)

Doomsday World (B)

Rulings:

Psiker

Faction:

Empowered Engage

Empowered Engage

Rulings:

Psiker

Faction:

Mystic Colossus

Mystic Colossus

Rulings:

Psiker

Faction:

-While this card has its passive targeting a unit, the unit cannot be the target of an opponent's attack. (The passive will last for until the players next turn, even if this unit is destoryed.)
-Oponent's can still intercept units targeted by this unit's passive.

Mystic Doomsayer (S)

Mystic Doomsayer (S)

Rulings:

Psiker

Faction:

Mystic Prophet (B)

Mystic Prophet (B)

Rulings:

Psiker

Faction:

Mystic Squadron

Mystic Squadron

Rulings:

Psiker

Faction:

- If this unit is revealed and sent to another game zone as part of the revealing, you may send it to play. (Players may choose how thier abilities resolve.)

Mystic Striker (S)

Mystic Striker (S)

Rulings:

Psiker

Faction:

- This unit may be revealed multiple times to deal damage multiple times.

Psionic Assaulter (B)

Psionic Assaulter (B)

Rulings:

Psiker

Faction:

Psionic Blaster (C)

Psionic Blaster (C)

Rulings:

Psiker

Faction:

Psionic Bolster (S)

Psionic Bolster (S)

Rulings:

Psiker

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
-The attacking units uses an attack action.

Psionic Channeler (S)

Psionic Channeler (S)

Rulings:

Psiker

Faction:

Psionic Clairvoyant (S)

Psionic Clairvoyant (S)

Rulings:

Psiker

Faction:

-A player may fail to find. If they do, they still shuffle their deck.

Psionic Warrior (B)

Psionic Warrior (B)

Rulings:

Psiker

Faction:

-Any effects that trigger off the card being revealed can be triggered before or after drawing the card.

Psychic Visions

Psychic Visions

Rulings:

Psiker

Faction:

- A player may place thier own units or an opponents units with this effect.

Church of the Specter

Church of the Specter

Rulings:

Ramus

Faction:

Doctrine of the Way of Peace

Doctrine of the Way of Peace

Rulings:

Ramus

Faction:

- A player must draw a card the first time each turn (both the player's turn and a player's opponents turn.) that they discard a friendly faction card.

Engage the Enemy (C)

Engage the Enemy (C)

Rulings:

Ramus

Faction:

- This card can only be played if the unit is dealt damage. (Damage is only dealt to hp. Placing damage counters does not count as dealing damage.)
- If a player is unable to discard a card, the second part of this effect fails.

Outmaneuver

Outmaneuver

Rulings:

Ramus

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.

Price of War (S)

Price of War (S)

Rulings:

Ramus

Faction:

- If the territory is destroyed, the player draws 2 cards together. If the territory was a basic territory a player would draw an additional separate card.

Priest of the Specter (S)

Priest of the Specter (S)

Rulings:

Ramus

Faction:

- This ability can target a unit in any zone.

Ramus the War Born

Ramus the War Born

Rulings:

Ramus

Faction:

- If a player doesn't have a card in hand to discard to the second ability, they still draw a card.

Retreat (S)

Retreat (S)

Rulings:

Ramus

Faction:

Specter Tabernacle

Specter Tabernacle

Rulings:

Ramus

Faction:

- This unit's passive can be triggered on any turn.

Specter of Ebb and Flow (S)

Specter of Ebb and Flow (S)

Rulings:

Ramus

Faction:

- The Death ability only applies to the controller and the player they target.

Specter of Grief (S)

Specter of Grief (S)

Rulings:

Ramus

Faction:

- Each player must discard a card when this unit is played. If a player has no cards in hand, they skip discarding a card.

Specter of Unity

Specter of Unity

Rulings:

Ramus

Faction:

- A player can choose to fail to find any number of cards when searching. If they do not find any cards, they do not reveal a card, but still shuffle their deck.

War Born Assaulter (S)

War Born Assaulter (S)

Rulings:

Ramus

Faction:

War Born Destroyer (S)

War Born Destroyer (S)

Rulings:

Ramus

Faction:

- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of their own cards. If there is no other cards in the same zone, the Death ability fails.

War Born Soldier (C)

War Born Soldier (C)

Rulings:

Ramus

Faction:

- Each player must discard a card when this unit is destroyed. If a player has no cards in hand, they skip discarding a card.

War Born Strategist (C)

War Born Strategist (C)

Rulings:

Ramus

Faction:

- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of a player's own cards. If there is no other cards in the same zone, the Death ability fails.

War Born Warlord (C)

War Born Warlord (C)

Rulings:

Ramus

Faction:

- A player can choose to fail to find any number of cards when searching. If they do not find any cards, they do not reveal a card, but still shuffle their deck.

Corinth Trade World (C)

Corinth Trade World (C)

Rulings:

Corinth

Faction:

- The friendly faction unit required for this card's engage ability can be in any zone.

Doctrine of Commerce

Doctrine of Commerce

Rulings:

Corinth

Faction:

- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.

Flak Barrage (B)

Flak Barrage (B)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- The unit that was removed from attacking is considered to have taken an attack action.

Heavy Hunter (B)

Heavy Hunter (B)

Rulings:

Corinth

Faction:

Hunter Commando (B)

Hunter Commando (B)

Rulings:

Corinth

Faction:

Hunter Pack (B)

Hunter Pack (B)

Rulings:

Corinth

Faction:

- If multiple Hunter Packs trigger at the same time from different zones, their effects will check what units are in the adjacent zone on resolution. (For example, a Hunter Pack in the open zone can place a player's hunter units in a player's home zone into the open zone, then a Hunter Pack in a player's opponent's home zone can place the units that are now in the open zone into a player's opponent's home zone on the same trigger.)

Merchants of the Coalition

Merchants of the Coalition

Rulings:

Corinth

Faction:

- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Pack Tactics (B)

Pack Tactics (B)

Rulings:

Corinth

Faction:

- A player may look at the card before choosing to reveal it.
- A player must choose if their revealing the card before it is placed in their hand.

Raise Shields (B)

Raise Shields (B)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- Any DEF the unit has after the attack remains until the end of the turn. (For example, if the unit has 5 DEF after Raise Shields, and it is attacked for 1, its remaining DEF will be 4 until more damage is dealt or until the end of the turn.)

Self Sacrifice (B)

Self Sacrifice (B)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- All units attacking the original target are switched to the new target.
-The defending player may still choose an interceptor for the attack.

Strike Hunter (B)

Strike Hunter (B)

Rulings:

Corinth

Faction:

- Pack Hunter may place this unit into a new zone before this unit declares targets for its engage.
- Engaging this unit will cause a Psionic Warrior a player control to trigger, drawing a player a card, which will trigger this unit to deal damage.

The City World of Corinth

The City World of Corinth

Rulings:

Corinth

Faction:

- A player may choose to discard non-friendly faction cards. Non-friendly faction cards will not draw a player new cards or gain a player cmd points.

Trade Coalition Boarding Ship (C)

Trade Coalition Boarding Ship (C)

Rulings:

Corinth

Faction:

- If this unit intercepts, the target of the attack is changed, and this unit places a damage counter on the unit it intercepts.
- This unit places damage counters on all units attacking it after intercepts are declared. If a unit intercepts one of the units attacking this unit, no damage counters are placed on the intercepted unit.

Trade Coalition Defender (C)

Trade Coalition Defender (C)

Rulings:

Corinth

Faction:

- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.

Trade Coalition Frigate (S)

Trade Coalition Frigate (S)

Rulings:

Corinth

Faction:

- If a player choose to play the unit, a player must play it before sending it to a player's hand.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Trade Coalition Schooner (C)

Trade Coalition Schooner (C)

Rulings:

Corinth

Faction:

- This unit must be on the battlefield for its passive to give a player a cmd point.

Trade Deal (S)

Trade Deal (S)

Rulings:

Corinth

Faction:

- A player can still play this card if they do not control a friendly faction unit, but they will not gain the 2 cmd points.

Burn Striker Doctrine

Burn Striker Doctrine

Rulings:

Karnage

Faction:

Burn Striker Grunt (S)

Burn Striker Grunt (S)

Rulings:

Karnage

Faction:

Burn Striker Heavy (S)

Burn Striker Heavy (S)

Rulings:

Karnage

Faction:

- This unit counts itself as a friendly faction unit.

Burning Hell Fire (C)

Burning Hell Fire (C)

Rulings:

Karnage

Faction:

Commanding Burn Striker (B)

Commanding Burn Striker (B)

Rulings:

Karnage

Faction:

- A player must place at least this unit, and target burn striker if able into the open zone.
- If this is the only Burn Striker type unit in a player's home zone, then it only places itself into the open zone.
-If this unit is played to a different zone then the home zone, it will still place itself and another target burnstriker you control (if able) in the same zone into the open zone. (Unless it is played to the open zone.)

Karnage Colonized World (B)

Karnage Colonized World (B)

Rulings:

Karnage

Faction:

Open Warfare (S)

Open Warfare (S)

Rulings:

Karnage

Faction:

- A player may play this trap, even if the target unit is destroyed by the attack.

Quick Strike (B)

Quick Strike (B)

Rulings:

Karnage

Faction:

Red Squadron Leader (B)

Red Squadron Leader (B)

Rulings:

Karnage

Faction:

- If a player are unable to discard a card, the rest of the engage is negated.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Striker Deployer

Striker Deployer

Rulings:

Karnage

Faction:

- If a player chooses to place the burn striker unit into play in same zone as the Deployer, it is placed into play directly in that zone, not the player's home zone (unless this unit is in the player's home zone).
- If a Commanding Burn Striker is placed into play in the same zone as the Deployer, its play effect will still cause it to place itself into the open zone with another Burn Striker type unit if able.

Thorne, the War Raged

Thorne, the War Raged

Rulings:

Karnage

Faction:

- If the first unit to take damage in a turn is in a player's own home zone, they choose a territory they control to place 2 damage counter on.
- This passive triggers on each turn, both on the player's turn and on the player's opponent's turn.
- This passive can trigger off of any card that deals damage to a unit a player control, as long as it's the first time a unit the player controls is dealt damage that turn.

Tri-shot (C)

Tri-shot (C)

Rulings:

Karnage

Faction:

- A player may use this Tactic to engage a Tri-wing type unit a player control that entered play this turn.

Tri-wing Interceptor (C)

Tri-wing Interceptor (C)

Rulings:

Karnage

Faction:

Tri-wing Red Squadron (S)

Tri-wing Red Squadron (S)

Rulings:

Karnage

Faction:

- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Wars Rage Destroyer (B)

Wars Rage Destroyer (B)

Rulings:

Karnage

Faction:

Wars Rage Tri-wing (B)

Wars Rage Tri-wing (B)

Rulings:

Karnage

Faction:

Watch it Burn

Watch it Burn

Rulings:

Karnage

Faction:

- If a player destroy their last territory, they lose the game, even if placing the 3 damage counters would destroy their opponent's last territory.

Clairvoyance (B)

Clairvoyance (B)

Rulings:

Psiker

Faction:

- A player may draw the card without revealing the card.

Doctrine of Prophecy

Doctrine of Prophecy

Rulings:

Psiker

Faction:

Doom Foreteller (C)

Doom Foreteller (C)

Rulings:

Psiker

Faction:

Doomsday World (C)

Doomsday World (C)

Rulings:

Psiker

Faction:

End of Days (B)

End of Days (B)

Rulings:

Psiker

Faction:

Mystic Doomsayer (B)

Mystic Doomsayer (B)

Rulings:

Psiker

Faction:

Mystic Enforcer (B)

Mystic Enforcer (B)

Rulings:

Psiker

Faction:

Mystic Prophet (C)

Mystic Prophet (C)

Rulings:

Psiker

Faction:

Mystic Striker (B)

Mystic Striker (B)

Rulings:

Psiker

Faction:

- This unit may be revealed multiple times to deal damage multiple times.

Mystic Summoner

Mystic Summoner

Rulings:

Psiker

Faction:

- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

Psionic Assaulter (S)

Psionic Assaulter (S)

Rulings:

Psiker

Faction:

Psionic Blaster (S)

Psionic Blaster (S)

Rulings:

Psiker

Faction:

Psionic Channeler (B)

Psionic Channeler (B)

Rulings:

Psiker

Faction:

Psionic Clairvoyant (B)

Psionic Clairvoyant (B)

Rulings:

Psiker

Faction:

-A player may fail to find. If they do, they still shuffle their deck.

Psionic Colossus

Psionic Colossus

Rulings:

Psiker

Faction:

-Opponent's cannot target Psionic units in the same zone as this unit when attacking.
-Opponent's units can still intercept Psionic units in the same zone as this unit.

Psionic Warrior (C)

Psionic Warrior (C)

Rulings:

Psiker

Faction:

-Any effects that trigger off the card being revealed can be triggered before or after drawing the card.

The Fleet Final

The Fleet Final

Rulings:

Psiker

Faction:

- If an opponent reveals The Fleet Final off the top of a players deck, the player may use its global, even if The Fleet Final is sent to the discard by the opponent's ability.

Conquest of the War Born

Conquest of the War Born

Rulings:

Ramus

Faction:

- If a player upgrades this territory, its Death ability triggers when it is sent to the discard.

Doctrine of the Way of War

Doctrine of the Way of War

Rulings:

Ramus

Faction:

- A player must deal a damage to a unit a player don't control the first time on their turn that they discard a friendly faction card. If the discarded card was a War Born type unit, a player must also place 2 damage counters on an opponent's territory.

Engage the Enemy (S)

Engage the Enemy (S)

Rulings:

Ramus

Faction:

- This card can only be played if the unit is dealt damage. (Damage is only dealt to hp. Placing damage counters does not count as dealing damage.)
- If a player is unable to discard a card, the second part of this effect fails.

Price of War (B)

Price of War (B)

Rulings:

Ramus

Faction:

- If the territory is destroyed, the player draws 2 cards together. If the territory was a basic territory a player would draw an additional separate card.

Priest of the Specter (B)

Priest of the Specter (B)

Rulings:

Ramus

Faction:

- This ability can target a unit in any zone.

Raminite Specter Temple (B)

Raminite Specter Temple (B)

Rulings:

Ramus

Faction:

- A player choose in what order the play abilities and any triggers caused by the discarded card take affect.

Reinforcements

Reinforcements

Rulings:

Ramus

Faction:

- If a unit is placed into play intercepting an attacking unit, a player cannot declare a second intercepting unit.

Specter Chapel

Specter Chapel

Rulings:

Ramus

Faction:

- A player must discard a friendly faction unit to remove any damage counters with this ability.

Specter of Ebb and Flow (B)

Specter of Ebb and Flow (B)

Rulings:

Ramus

Faction:

- The Death ability only applies to the controller and the player they target.

Specter of Grief (B)

Specter of Grief (B)

Rulings:

Ramus

Faction:

- Each player must discard a card when this unit is played. If a player has no cards in hand, they skip discarding a card.

Specter of Peace (B)

Specter of Peace (B)

Rulings:

Ramus

Faction:

- A player must draw a card when they play this unit.

War Born Assaulter (B)

War Born Assaulter (B)

Rulings:

Ramus

Faction:

War Born Destroyer (B)

War Born Destroyer (B)

Rulings:

Ramus

Faction:

- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of their own cards. If there is no other cards in the same zone, the Death ability fails.

War Born Dreadnought

War Born Dreadnought

Rulings:

Ramus

Faction:

- A player must discard a card to deal two damage to target territory or unit.

War Born Soldier (S)

War Born Soldier (S)

Rulings:

Ramus

Faction:

- Each player must discard a card when this unit is destroyed. If a player has no cards in hand, they skip discarding a card.

War Born Strategist (S)

War Born Strategist (S)

Rulings:

Ramus

Faction:

- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of a player's own cards. If there is no other cards in the same zone, the Death ability fails.

War Born Warlord (S)

War Born Warlord (S)

Rulings:

Ramus

Faction:

- A player can choose to fail to find any number of cards when searching. If they do not find any cards, they do not reveal a card, but still shuffle their deck.

Corinth Trading Post (B)

Corinth Trading Post (B)

Rulings:

Corinth

Faction:

- The friendly faction unit required for this card's engage ability can be in any zone.

Doctrine of the Hunt

Doctrine of the Hunt

Rulings:

Corinth

Faction:

- When told to draw an additional card, treat each card drawn as separate instances of card draw. (For example, if a player control the open zone, a player draw a card at the beginning of a player's turn and an additional card for controlling the open zone. Each draw would trigger Doctrine of the Hunt's first ability)

Flak Barrage (C)

Flak Barrage (C)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- The unit that was removed from attacking is considered to have taken an attack action.

Heavy Hunter (C)

Heavy Hunter (C)

Rulings:

Corinth

Faction:

Hunter Commando (C)

Hunter Commando (C)

Rulings:

Corinth

Faction:

Hunter Pack (S)

Hunter Pack (S)

Rulings:

Corinth

Faction:

- If multiple Hunter Packs trigger at the same time from different zones, their effects will check what units are in the adjacent zone on resolution. (For example, a Hunter Pack in the open zone can place a player's hunter units in a player's home zone into the open zone, then a Hunter Pack in a player's opponent's home zone can place the units that are now in the open zone into a player's opponent's home zone on the same trigger.)

Open Trade

Open Trade

Rulings:

Corinth

Faction:

- If a player controls a compatible unit, they draw two cards as two separate draws.

Pack Tactics (C)

Pack Tactics (C)

Rulings:

Corinth

Faction:

- A player may look at the card before choosing to reveal it.
- A player must choose if their revealing the card before it is placed in their hand.

Raise Shields (C)

Raise Shields (C)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- Any DEF the unit has after the attack remains until the end of the turn. (For example, if the unit has 5 DEF after Raise Shields, and it is attacked for 1, its remaining DEF will be 4 until more damage is dealt or until the end of the turn.)

Self Sacrifice (C)

Self Sacrifice (C)

Rulings:

Corinth

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- All units attacking the original target are switched to the new target.
-The defending player may still choose an interceptor for the attack.

Strike Hunter (C)

Strike Hunter (C)

Rulings:

Corinth

Faction:

- Pack Hunter may place this unit into a new zone before this unit declares targets for its engage.
- Engaging this unit will cause a Psionic Warrior a player control to trigger, drawing a player a card, which will trigger this unit to deal damage.

Trade Coalition Blockader

Trade Coalition Blockader

Rulings:

Corinth

Faction:

- If this unit uses its engage ability, units may still be placed from the same zone into an adjacent zone.
- If this unit uses its engage ability, a player's own units cannot move from the same zone.

Trade Coalition Boarding Ship (S)

Trade Coalition Boarding Ship (S)

Rulings:

Corinth

Faction:

- If this unit intercepts, the target of the attack is changed, and this unit places a damage counter on the unit it intercepts.
- This unit places damage counters on all units attacking it after intercepts are declared. If a unit intercepts one of the units attacking this unit, no damage counters are placed on the intercepted unit.

Trade Coalition Defender (S)

Trade Coalition Defender (S)

Rulings:

Corinth

Faction:

- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.

Trade Coalition Man o' War

Trade Coalition Man o' War

Rulings:

Corinth

Faction:

- A player cannot move this unit unless a player pay 1 cmd point to do so.

Trade Coalition Schooner (S)

Trade Coalition Schooner (S)

Rulings:

Corinth

Faction:

- This unit must be on the battlefield for its passive to give a player a cmd point.

Trade Embargo

Trade Embargo

Rulings:

Corinth

Faction:

- Players can still "place" units into a the player's home zone and out of the home zone.

Burn Striker Grunt (B)

Burn Striker Grunt (B)

Rulings:

Karnage

Faction:

Burn Striker Heavy (B)

Burn Striker Heavy (B)

Rulings:

Karnage

Faction:

- This unit counts itself as a friendly faction unit.

Burn Striker Leader

Burn Striker Leader

Rulings:

Karnage

Faction:

Burning Hell Fire (S)

Burning Hell Fire (S)

Rulings:

Karnage

Faction:

Commanding Burn Striker (C)

Commanding Burn Striker (C)

Rulings:

Karnage

Faction:

- A player must place at least this unit, and target burn striker if able into the open zone.
- If this is the only Burn Striker type unit in a player's home zone, then it only places itself into the open zone.
-If this unit is played to a different zone then the home zone, it will still place itself and another target burnstriker you control (if able) in the same zone into the open zone. (Unless it is played to the open zone.)

Karnage Colonized World (S)

Karnage Colonized World (S)

Rulings:

Karnage

Faction:

Overwhelming Assault (B)

Overwhelming Assault (B)

Rulings:

Karnage

Faction:

Quick Strike (C)

Quick Strike (C)

Rulings:

Karnage

Faction:

Red Squadron Leader (C)

Red Squadron Leader (C)

Rulings:

Karnage

Faction:

- If a player are unable to discard a card, the rest of the engage is negated.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.

The Burning of Worlds

The Burning of Worlds

Rulings:

Karnage

Faction:

Tri-Strike Doctrine

Tri-Strike Doctrine

Rulings:

Karnage

Faction:

- The engage ability on this doctrine can only target units that were targeted this turn with the doctrines passive.

Tri-shot (S)

Tri-shot (S)

Rulings:

Karnage

Faction:

- A player may use this Tactic to engage a Tri-wing type unit a player control that entered play this turn.

Tri-wing Interceptor (S)

Tri-wing Interceptor (S)

Rulings:

Karnage

Faction:

Wars Rage Battle Cruiser

Wars Rage Battle Cruiser

Rulings:

Karnage

Faction:

- A damaged territory is any territory with 1 or more damage counters on it.

Wars Rage Destroyer (S)

Wars Rage Destroyer (S)

Rulings:

Karnage

Faction:

Wars Rage Tri-wing (C)

Wars Rage Tri-wing (C)

Rulings:

Karnage

Faction:

World Burner Doctrine

World Burner Doctrine

Rulings:

Karnage

Faction:

- If an opponent Cunning boosts a territory targeted with this doctrines first engage, the territory will not gain any DEF.

Clairvoyance (S)

Clairvoyance (S)

Rulings:

Psiker

Faction:

- A player may draw the card without revealing the card.

Doctrine of the Fleet Final

Doctrine of the Fleet Final

Rulings:

Psiker

Faction:

Doom Foreteller (S)

Doom Foreteller (S)

Rulings:

Psiker

Faction:

Doomsday World (S)

Doomsday World (S)

Rulings:

Psiker

Faction:

End of Days (S)

End of Days (S)

Rulings:

Psiker

Faction:

Mystic Doomsayer (C)

Mystic Doomsayer (C)

Rulings:

Psiker

Faction:

Mystic Enforcer (S)

Mystic Enforcer (S)

Rulings:

Psiker

Faction:

Mystic Prophet (S)

Mystic Prophet (S)

Rulings:

Psiker

Faction:

Mystic Striker (C)

Mystic Striker (C)

Rulings:

Psiker

Faction:

- This unit may be revealed multiple times to deal damage multiple times.

Psiker Listening Post

Psiker Listening Post

Rulings:

Psiker

Faction:

Psionic Blaster (B)

Psionic Blaster (B)

Rulings:

Psiker

Faction:

Psionic Bolster (B)

Psionic Bolster (B)

Rulings:

Psiker

Faction:

- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
-The attacking units uses an attack action.

Psionic Channeler (C)

Psionic Channeler (C)

Rulings:

Psiker

Faction:

Psionic Clairvoyant (C)

Psionic Clairvoyant (C)

Rulings:

Psiker

Faction:

-A player may fail to find. If they do, they still shuffle their deck.

Psionic Mastery

Psionic Mastery

Rulings:

Psiker

Faction:

Psionic Warrior (S)

Psionic Warrior (S)

Rulings:

Psionic

Faction:

-Any effects that trigger off the card being revealed can be triggered before or after drawing the card.

The Mystic World of Illusion

The Mystic World of Illusion

Rulings:

Psiker

Faction:

Doctrine of Unity

Doctrine of Unity

Rulings:

Ramus

Faction:

- If a player discarded a friendly faction unit with this doctrine's engage, they draw a card for each ability on this card separately. (They can choose which ability triggers first.)

Engage the Enemy (B)

Engage the Enemy (B)

Rulings:

Ramus

Faction:

- This card can only be played if the unit is dealt damage. (Damage is only dealt to hp. Placing damage counters does not count as dealing damage.)
- If a player is unable to discard a card, the second part of this effect fails.

Oath of the War Born

Oath of the War Born

Rulings:

Ramus

Faction:

Price of War (C)

Price of War (C)

Rulings:

Ramus

Faction:

- If the territory is destroyed, the player draws 2 cards together. If the territory was a basic territory a player would draw an additional separate card.

Priest of the Specter (C)