Card List

The game’s cards are in a nearly final state. The full list of cards to date are:

  1. Potion
  2. Power Potion
  3. Bomb
  4. Talisman
  5. Fire Gauntlet
  6. Life Medallion
  7. Lava Medallion
  8. Glacier Medallion
  9. Tornado Medallion
  10. Armor Medallion
  11. Nazgar’s Death Medallion
  12. Griffin Potion
  13. Cobalt Potion
  14. Dragon Potion
  15. Flayer Sword
  16. Exploding Arrows
  17. Imbued Gauntlets
  18. Cutlass
  19. Shatter Tip Arrows
  20. Chain Whip
  21. Heavy Blade
  22. Mineral Water
  23. Troll Coin
  24. Shredder
  25. Mega Explosive Arrows
  26. Morning Star
  27. Double Throwing Axe
  28. Stone Blade
  29. Stake Gun
  30. Diamond Powder
  31. Earthquake Medallion
  32. Ring of Faith
  33. Sounder Helmet
  34. Lion’s Mane Helmet
  35. Torch
  36. Infinity Bands
  37. Rune Hammer
  38. Iron Man Potion
  39. Liquid Rage
  40. Cake or Death
  41. Shoulder Mounted Chain Guns
  42. Scorpion Blade
  43. Wrist Lock
  44. Shoot Strafe
  45. Hard to Kill
  46. Crossbow
  47. Prism Axe
  48. Cunning
  49. Cat O’ Nine Tails
  50. Shuriken Gauntlet
  51. The Dark Heart
  52. Iron Rod Launcher
  53. Glittering Spear
  54. Tread Reading
  55. Sickle
  56. Gotcha!
  57. Wisdom
  58. Steely Resolve
  59. The Skillful Thief
  60. Last Minute Dodge
  61. The Lion Heart
  62. No Regrets
  63. Ring of Corruption
  64. Fiery Wrath
  65. A Moment to Reload
  66. Battle Hardened
  67. Piercing Stare
  68. Smoke Bomb
  69. I Dare You!
  70. Clever Dodge
  71. Sterner Stuff
  72. Extra Pocket
  73. Master Strategist
  74. The Gentle Spirit
  75. Deadly Skill
  76. Shrug Off
  77. Always with You
  78. Strike Back
  79. Retaliation
  80. It’s Not Over Yet
  81. Burning Essence
  82. Deep Fortitude
  83. Fangs of the Jackal
  84. Solemn Robe
  85. Limit Breach
  86. Dispelling Force
  87. All the Strength I Need
  88. Argon Blade
  89. Resonant Harmony
  90. Chant
  91. The Burning Heart
  92. Everything to Gain
  93. Heel Dig
  94. Battle Drunk
  95. Learn to Focus
  96. Earth Channeling
  97. Plate Armor
  98. Speck Axe
  99. Brushfire Trap
  100. Quick Recovery
  101. The Love of Battle
  102. Fortress Armor
  103. Bear Trap
  104. Villainous Strength
  105. Broad Shield
  106. White Gold Armor
  107. Brawn
  108. With This Blade
  109. Fury
  110. Food
  111. Momentous Vision
  112. Eyes of the Jackal
  113. Quick Draw
  114. Improvise
  115. As Long as I Breathe
  116. Eyes on You
  117. Unkillable
  118. Stalker
  119. Unconquerable
  120. Defeat
  121. Don’t Corner Me
  122. One Bullet
  123. Prison of the Soul
  124. Champion Armor
  125. Trial of Soul
  126. Valor
  127. Unbeatable
  128. Heroic Strength
  129. Sense Strike
  130. Breakthrough
  131. Play Dead
  132. Fistacuffs
  133. Counter Attack
  134. Grip
  135. Focused Training
  136. Fortitude
  137. Sabotage
  138. Calm in the Storm
  139. Blackened Cursed Armor
  140. Pendant
  141. Amulet
  142. Dragon Scale Armor
  143. Desolation
  144. Sheath
  145. Goblin Gas Bomb
  146. Scroll of Recall
  147. Dragon Tooth Spear

An Obvious but Rewarding Challenge 

The next stage in development is to alter something that has felt complete for longer than most parts of the game, the platmat. 

The Crusaders game has had the playmat set for a long period now. It felt functional and well resolved but major additions have been added since. The game now incorporates a larger and easier to use stat tracker and the newly added Feats tracker. In order to save table space and make the experience more streamlined, the playmat will become the center with the other elements. 

Details to follow

A necessary evil 

As the rules of the game change to become complete, we will see some areas that never had any clarification take shape. Case in point, the exact nature and timing of attacking had to be defined. It now appears as follows:

Attack / Use Skills / Use Items

• You may choose to attack your opponent.   • Choose an attack from your Attack List. 

• If any Abilities or cards in play affect your                    Courage and MP costs, apply them before                        you pay the Courage costs of the attack                    you’ve chosen. 

• Your opponent may then play cards  or                other effects here that would increase or                decrease your Courage and MP costs.

• Pay any Courage and MP (Magic Points) 

                You may use Skill cards at any time during                      this step.

• Use any Abilities or other effects in play                that require a cost to pay and pay any costs                for these. 

• Make any calculations affecting final dam                -age including any Weapons, Armor, Ac                cessories or Medallions in play. 

Any and all calculations are done in the following order:  

Multiply, divide, add and subtract.