Reference summaries · Rules Tome 2.0.8

Rules Compendium

A fast, plain-language reference for Warlord: Saga of the Storm. Every feat and keyword is tied to its Rules Tome section and clearly separated from The War Room’s automation status.

Feat and keyword reference inventory 11 feats · 19 keywords All listed feats and keywords have entries Entry coverage only — not every Tome rule or card interaction. Print the table quick reference →

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75 entries

Rules text wins over this summary whenever a card creates a specific exception.

Core rule § 110, 510

Actions

Every action is an Order or React with costs, effects, and a defined resolution sequence.

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Declare the action and performer, pay every cost, generate the effects, then resolve. An action must be legal before declaration unless a permitted React or effect can make it legal. Do as much of an effect as possible, but do not voluntarily stop or omit a legal part.

Rules Tome 2.0.8 · § 110, 510
Core rule § 105.2

Advantage and disadvantage

Advantage keeps the higher of two d20s; disadvantage keeps the lower.

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Multiple instances do not add more dice. Any amount of advantage and disadvantage cancel each other, producing one normal roll. Planar changes which eligible die is retained for affected strikes.

Rules Tome 2.0.8 · § 105.2
Core rule § 400.3, 711, 714

Attached versus equipped

Attached cards and equipped Items are different; neither placement automatically changes ownership or control.

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Equipped refers to Items equipped to Characters. Attached cards are not equipped, and equipped Items are not attached; older instructions to attach an Item mean equip it. A scribed Action is attached, not an equipped Item. Attaching or equipping a card to an opponent’s card does not itself transfer control. Cards leaving play go to their owner’s appropriate zone. When a bearer leaves play, first destroy its equipped Items, then discard its attached Actions, then other attached card types, one at a time in each owner’s chosen order within those groups. Attachment itself is not an ongoing effect: ending a tied effect does not necessarily detach its card.

Rules Tome 2.0.8 · § 400.3, 711, 714
Core rule § 507.3

Attacks

An attack spends a Character to perform its sequence of melee strikes against opposing Characters.

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All strikes from an attack must target opposing Characters. Printed strikes are performed first in printed order. Additional strikes gained from effects may follow in an order chosen by the controller. The first strike is mandatory; later strikes may be forgone before their strike process begins, and new strikes gained during the attack may join the same attack.

Rules Tome 2.0.8 · § 507.3
Core rule § 406

Banish zone

Banished cards are public but outside play and the discard pile.

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A card goes to its owner’s banish zone only when an action or effect says to banish it. Banished cards are visible to all players and are not in play.

Rules Tome 2.0.8 · § 406
Core rule § 510.4, 510.14, 512.5, 700

Bonuses and durations

Stat and feat bonuses normally last until end of turn; duration and affected Characters depend on the effect’s wording.

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Bonuses and penalties to ATK, AC, Skill, HP, level, and feats, plus granted feats, last until end of turn unless specified otherwise. Generated values are set once the effect is generated; a relevant stat can still change while the effect is being generated. A bonus for Characters in a location applies as Characters enter or leave that location during its duration. A bonus to specified targets or Characters adjacent when it was applied stays with those Characters for its duration. Effects measured within ranks of a source follow that source. Ongoing effects on a card end when it leaves play. A duration tied to a source card or ability also ends if that source leaves play or that ability is lost.

Rules Tome 2.0.8 · § 510.4, 510.14, 512.5, 700
Core rule § 104.4, 704

Counters

Counters track effects or stat bonuses on cards in play; they are removed when the card leaves play.

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Counters can only be placed on cards in play. Counters with the same name are indistinguishable. Stat counters give a bonus to their corresponding stat equal to their number; if the card lacks that stat, those counters remain but have no effect until it gains the stat. Counters are not ongoing effects, even if placed by an action, and all are removed when their card leaves play. Wounds are not counters.

Rules Tome 2.0.8 · § 104.4, 704
Core rule § 201.2, 600, 601.2

Damage types

Damage types come from Characters, equipment, and action traits; one strike or effect can have multiple types.

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The damage types are Physical, Lightning, Radiant, Fire, Necrotic, Poison, Frost, and Arcane. A Character’s printed strike symbol supplies its base type. An equipped Weapon supplies the base type of melee strikes and a Bow the base type of ranged strikes; Item-produced actions use that Item’s type. An action’s damage-bearing action traits supersede the Character’s base damage type. If multiple types apply, the strike, action, or effect has all of them. Matching Resistance and Weakness to the same strike, action, or effect cancel each other.

Rules Tome 2.0.8 · § 201.2, 600, 601.2
Core rule § 508.6.1

Death React

A dying Character may perform this React before it leaves play.

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Death React is shorthand for “React: Before this character is killed.” It occurs after the Character is determined to be dying and before it is placed in the discard pile.

Rules Tome 2.0.8 · § 508.6.1
Core rule § 108, 712.3

Deck construction

Standard Constructed decks have at least 50 cards, including the starting army, with no maximum size.

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Include a Warlord and a legal starting army. Standard Constructed requires at least 50 cards; Limited requires at least 30. There is no maximum deck size. Normally include no more than three copies of a card, or one copy of an Epic card name. Characters, Items, and Actions must each account for no more than 50% of the deck, counting the starting army. A card with multiple printed card types counts toward each of those types. You may include at most one Character of each named leader type: Warlord, Overlord, Daemonlord, Dragon Lord, and Medusan Lord. Card text and special formats can change these defaults; deck-building effects on starting cards apply only if those cards start in play.

Rules Tome 2.0.8 · § 108, 712.3
Core rule § 105

Die rolls

Natural 20 is a critical success and natural 1 is a critical failure; tied opposed critical rolls must be rerolled.

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Critical results automatically succeed or fail and cannot be changed or rerolled by effects. Opposed rolls are an exception: identical results are rerolled with the same modifiers, and two critical successes or two critical failures are rerolled regardless of modifiers. A natural roll is the rolled or preset result before modifiers. If an effect rerolls a roll made with multiple dice, all dice are rerolled. A preset result remains preset despite reroll or extra-dice effects; initiative has special rules for tied presets.

Rules Tome 2.0.8 · § 105
Core rule § 405

Discard pile

Killed, discarded, and destroyed cards normally go to their owner’s public discard pile.

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Discard piles are not in play and are visible to all players. An instruction to discard a card means discard it from hand unless the instruction identifies another zone.

Rules Tome 2.0.8 · § 405
Core rule § 503, 404.5

Draw phase

Discard any number of cards, then draw one at a time up to hand size, normally five.

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Each player may first discard any cards from hand, even when above hand size, then draws one at a time until their hand equals their current hand size. A player still at or above hand size after optional discards draws none and is not forced to discard down. Standard hand size is five unless modified.

Rules Tome 2.0.8 · § 503, 404.5
Core rule § 506

End of Turn phase

Resolve end-of-turn abilities and expire turn-long effects before the next turn.

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Beginning with the initiative winner, players may perform eligible end-of-turn actions, then resolve every effect that happens or expires at end of turn one at a time. Multi-card expirations resolve for each affected card before moving to the next effect.

Rules Tome 2.0.8 · § 506
Core rule § 508.6.3

Enter React

This React occurs directly after its Character enters play.

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Enter React is shorthand for “React: After this character enters play.” Entry requirements, loyalty, orientation, and legal formation handling still apply before or around the trigger as specified by the effect.

Rules Tome 2.0.8 · § 508.6.3
Core rule § 302, 507.4, 710.8

Equipping Items

Meet an Item’s class and trait requirements, then compare its level with your Character’s effective level plus rank.

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The standard equip Order reveals an Item from hand and equips it; it does not inherently spend the Character. Meet all class, trait, and additional card requirements. The Character’s level, including applicable equipping modifiers, plus its rank in your formation must meet or exceed the Item’s level. In another player’s formation, do not add rank. A Character cannot equip a second Item with the same name. When equipping creates an equip-location conflict, immediately choose and destroy enough conflicting Items to meet the limits, even the newly equipped Item if desired, before equipment Reacts. Equip locations are checked when equipping, not continuously; Cursed and Dual Wield can change the options.

Rules Tome 2.0.8 · § 302, 507.4, 710.8
Core rule § 603.1

Feat checks

For a feat check, roll d20 + Skill + the feat bonus against DC 20.

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Feats grant specific skill-based actions with their own timing and costs. To perform a feat, make a DC 20 skill check, adding Skill and the relevant feat bonus as well as applicable modifiers. Bonuses to the same feat from multiple sources add together. A non-feat action that requires a feat-based check does not require the Character to have that feat and does not use the feat’s per-turn allowance, but any applicable feat bonus still applies. Feats are keywords, not traits.

Rules Tome 2.0.8 · § 603.1
Core rule § 401

Formation and ranks

Characters occupy ordered ranks, with rank 1 closest to opposing formations.

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Forward means toward the front rank and backward means away from it. Characters next to each other in one rank are adjacent. Your front rank and each opposing front rank are adjacent, and “within” a number of ranks includes the source rank plus ranks in both directions.

Rules Tome 2.0.8 · § 401
Core rule § 507.3.4, 509.3, 509.4, 511

Friendly targeting

Attack strikes must target opponents; other strikes may target your own Characters if their instructions allow it.

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Every melee strike in an attack must target an opposing Character. A melee strike produced outside an attack may target another Character you control if all targeting requirements are met. A ranged strike also chooses another legal Character, not necessarily an opponent, unless the producing action restricts it. Read the whole ability: an instruction to perform an attack retains the attack restriction even when that instruction comes from an ability. A standalone strike does not bypass distance or an explicit opposing-only restriction.

Rules Tome 2.0.8 · § 507.3.4, 509.3, 509.4, 511
Core rule § 401.6

Illegal ranks and falling forward

A rank with more characters than the rank in front must be repaired immediately.

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Characters fall forward one at a time until every rank is legal. A ready character becomes spent, a spent character becomes stunned, and a stunned character simply moves. Formation repair interrupts normal resolution before the next step, except an eligible React to falling forward resolves first.

Rules Tome 2.0.8 · § 401.6
Core rule § 504

Initiative phase

Warlords roll to determine the first player in the Order phase.

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Each chosen Warlord rolls a d20 plus applicable generic die-roll and initiative bonuses, not Skill merely for being a Warlord. Highest acts first and play proceeds clockwise. Only tied highest Warlords reroll; matching critical successes or failures tie regardless of modifiers. Bonuses for the next initiative roll carry through tie rerolls, as do presets. If both players have tied preset initiative results, roll normally without either preset.

Rules Tome 2.0.8 · § 504
Core rule § 508.6.2

Kill React

The killer performs this React after the defeated Character reaches the discard pile.

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Kill React is shorthand for “React: After this character kills target character.” It targets the killed Character using its game statistics at the moment it died.

Rules Tome 2.0.8 · § 508.6.2
Core rule § 510.7

Limited actions

A Limited Order or React may be performed only once each turn.

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Limited applies to the granted action even if its source is temporarily lost and regained during the same turn. Older “once per turn” costs function the same way.

Rules Tome 2.0.8 · § 510.7
Core rule § 507.1.4

Loyalty penalty

An off-faction Character normally enters your formation stunned.

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A Character whose faction differs from your Warlord suffers the loyalty penalty when put into play and enters stunned. Mercenary Guild Characters never suffer this penalty.

Rules Tome 2.0.8 · § 507.1.4
Core rule § 507.5

Maneuver

Spend a Character to move one rank or change position within its current rank.

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A maneuver moves its performer forward one rank, backward one rank, or to a different left-to-right position in the same rank. Any resulting illegal formation is repaired immediately.

Rules Tome 2.0.8 · § 507.5
Core rule § 509.3

Melee strikes

Melee strikes normally target within one rank and use the Character’s ATK.

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Choose a legal Character within one rank, roll a d20, and add the strike ATK including applicable bonuses and penalties. Meeting or exceeding AC normally hits for one wound. A strike that names a specific target can ignore normal rank distance.

Rules Tome 2.0.8 · § 509.3
Core rule § 203.4, 302.3, 303.2, 510.28, 510.29

Multiclass cards

A multiclass Character has all its classes at once; a multiclass Item or Action normally requires only one matching class.

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A card with more than one class is all those classes simultaneously. A Fighter/Wizard can qualify for both Fighter and Wizard cards, subject to other requirements. When an Item or Action lists multiple class restrictions, matching one of those classes is sufficient; level, trait, and other restrictions still apply. Older printed class declarations are treated as class symbols, not a removable textbox ability. Permission to act regardless of a requirement does not grant that class or trait. Permission to act as if possessing a trait adds that trait for the costs and effects of that action.

Rules Tome 2.0.8 · § 203.4, 302.3, 303.2, 510.28, 510.29
Core rule § 511.1, 512

Ongoing and static effects

Ongoing effects are generated by actions; static effects come from card text without an action.

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An ongoing effect continues for its stated duration after an action generates it. A static effect is active card text that does not come from an action. Unless stated otherwise, both affect cards in play. An ongoing effect may target when generated but does not keep targeting; static effects do not target unless they produce a strike. When actions and ongoing or static effects respond to the same event, resolve the actions first, then the ongoing and static effects with initiative order and trigger validity checks. Effects written to apply for one or more copies of a named card apply only once, not once per copy.

Rules Tome 2.0.8 · § 511.1, 512
Core rule § 505

Order phase

Players alternate one Order at a time until all pass consecutively.

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On priority, play a Character, have a Character perform an Order, or pass. After an Order resolves, priority moves clockwise. A prior pass does not prevent later action if another player breaks the consecutive-pass chain.

Rules Tome 2.0.8 · § 505
Core rule § 507

Orders

Orders are the actions performed one at a time during Order-phase priority.

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Standard options include playing a Character, attacking, equipping an Item, maneuvering, using an Order card or printed Order, and format-specific Dungeon or Epic Class Orders. Spend Order means spending the performer is part of the cost.

Rules Tome 2.0.8 · § 507
Core rule § 507.1

Play and put into play

Playing is the standard Character-from-hand Order; putting into play also includes other effects.

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A normally played Character enters the rank equal to its level and cannot create an unfixable illegal rank. Effects that put a Character into play may specify another source or rank. Entry still observes applicable Unique, loyalty, formation, and additional card requirements unless text overrides them.

Rules Tome 2.0.8 · § 507.1
Core rule § 509.4

Ranged strikes

Ranged strikes normally target exactly two ranks away and use only their stated ranged bonus.

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Choose a legal Character exactly two ranks away, roll a d20, and add the ranged strike’s own modifier plus effects that specifically modify that roll. Meeting or exceeding AC normally hits for one wound. A strike that names a specific target can ignore normal distance.

Rules Tome 2.0.8 · § 509.4
Core rule § 508

Reacts and React windows

Reacts interrupt normal timing only when their printed trigger occurs.

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Each copy of a React may be used once per trigger. Players take reaction priority beginning with the initiative winner, returning to the original trigger after each React. The reacting card and relevant rank conditions must have existed when the trigger occurred.

Rules Tome 2.0.8 · § 508
Core rule § 502

Ready phase

All players rotate their cards one step toward ready.

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Spent cards become ready and stunned cards become spent simultaneously. The Ready phase also occurs on the first turn.

Rules Tome 2.0.8 · § 502
Core rule § 107

Ready, spent, and stunned

Orientation records whether a card can pay spend costs or perform actions.

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Ready cards are upright, spent cards are turned 90 degrees, and stunned cards are turned 180 degrees. A stunned card is also spent. Stunned characters cannot perform actions; stunned items cannot provide printed actions, although their modifiers and other effects remain.

Rules Tome 2.0.8 · § 107
Core rule § 106

Skill checks and saves

Roll a d20, add Skill and applicable modifiers, and meet or exceed the DC.

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Every save is a skill check, but not every skill check is a save. A bonus to all skill checks applies to saves; a bonus only to saves does not apply to other checks. Checks and saves cannot be voluntarily failed.

Rules Tome 2.0.8 · § 106
Core rule § 303, 510.13

Spells and Action cards

Cleric and Wizard Action cards are spells; casting requires the appropriate class, traits, and effective action level.

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A Character must meet an Action card’s class and trait restrictions and have sufficient level, including applicable action-level modifiers, to perform it. Rank does not add to casting level. Classless Actions have no class requirement unless their text provides one. All Cleric or Wizard Action cards are spells, including multiclass Actions with either class. An effect can also make another action or strike a spell; a spell that is not an Action card is level zero and its level cannot change. Play an Action into the action zone, observe its Order or React timing, pay its costs, and normally discard it after resolution unless its text directs another destination, such as attaching it.

Rules Tome 2.0.8 · § 303, 510.13
Core rule § 500

Starting army

Normally start three level 1 Characters in rank 1, two level 2 Characters in rank 2, and your Warlord in rank 3.

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Players simultaneously reveal their starting armies before the first turn. The five non-Warlord Characters must share the Warlord’s faction, and the starting army cannot contain multiple copies of the same Unique card or any Reserved card. No actions may be performed during setup, though static text applies. Card text and special formats may change the starting army. A replacement must replace something you could legally start and satisfy the other starting requirements; the replaced cards need not actually be in your deck.

Rules Tome 2.0.8 · § 500
Core rule § 509

Strikes

Melee and ranged strikes resolve through declaration, targeting, roll, hit, wounds, and resolution.

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Each strike declares its performer, chooses a legal target, rolls, determines hit or miss, determines wounds, inflicts wounds, then resolves. Each boundary can create its own React timing. Strikes are effects, not actions by themselves.

Rules Tome 2.0.8 · § 509
Core rule § 511

Targeting

Actions and strikes target cards they name or directly affect in a targeted way.

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Targeting includes direct stat, orientation, location, check, wound, action, attachment, cancellation, or similar changes described by section 511. Actions usually target only cards in play unless they state another zone. Mass and multi-target effects choose legal targets one at a time and affect them in that order.

Rules Tome 2.0.8 · § 511
Core rule § 703, 709

Tokens

Tokens function as their represented card type in play, then cease to exist when they leave play.

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A token represents a card created by an effect, and its creator owns it and initially controls it. Unless overridden, Character tokens follow normal entry rank and loyalty rules, and Item tokens follow normal equipment requirements. Character tokens are summoned Characters. Leaving play still counts as the relevant death, destruction, discard, banishment, or other zone change, but the token then ceases to exist and cannot be retrieved. A token is not itself an ongoing effect, even when an action created it.

Rules Tome 2.0.8 · § 703, 709
Core rule § 501

Turn sequence

Each turn has Ready, Draw, Initiative, Order, and End of Turn phases.

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Resolve the five phases in order. Initiative establishes who acts first in the Order phase, and the Order phase continues until every player passes consecutively.

Rules Tome 2.0.8 · § 501
Core rule § 101

Victory

Defeat every opposing Warlord while keeping a Warlord under your control.

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A player loses as soon as they do not control a Warlord character. The last player controlling a Warlord in play wins, unless a card effect ends the game first.

Rules Tome 2.0.8 · § 101
Core rule § 104

Wounds and dying

A Character dies when wounds reach its HP, or its actual HP or level falls to zero or less, unless a replacement applies.

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Check wounds whenever wounds are placed or maximum HP is reduced. A Character also dies if its actual HP or level becomes zero or less; an effective level of zero for performing an action does not cause death. An effect may replace death with banishment, in which case there are no death or kill Reacts. For a normal death, resolve eligible Death Reacts, then discard equipped Items, attached Actions, other attached card types, and finally the Character, to their owners’ piles. Removing wounds does not stop an already determined death unless the effect specifically says the Character no longer dies.

Rules Tome 2.0.8 · § 104
Core rule § 400

Zones of play

Cards move among formation, action, deck, hand, discard, banish, battlefield, and dungeon areas.

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Formation, action, battlefield, and dungeon zones are in play. Deck, hand, discard, and banish zones are not. When a card leaves play, cards attached or equipped to it are discarded or destroyed in the required order.

Rules Tome 2.0.8 · § 400
Feat § 603.2

Charisma

Before a nearby target rolls, a successful feat check gives that roll advantage or disadvantage.

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Limited React: Before a target Character within two ranks makes a die roll, make a DC 20 Charisma check. On success, choose advantage or disadvantage for that roll.

Rules Tome 2.0.8 · § 603.2
Feat § 603.3

Defend

Redirect a strike or action from an adjacent friendly Character to this Character.

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Limited React: After an adjacent friendly Character is targeted by a strike or action, make a DC 20 Defend check. On success, redirect it to this Character if the redirection remains legal.

Rules Tome 2.0.8 · § 603.3
Feat § 603.4

Magic Resistance

Cancel a spell that targets this Character after a successful feat check.

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Limited React: After this Character is targeted by a spell, make a DC 20 Magic Resistance check. On success, cancel that spell.

Rules Tome 2.0.8 · § 603.4
Feat § 603.5

Marksmanship

Improve one non-spell ranged strike before choosing its target.

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Limited React: Before this Character targets a non-spell ranged strike, make a DC 20 Marksmanship check. On success, choose one: the strike may target an additional rank away, gain +5 to the strike roll, or inflict one additional wound.

Rules Tome 2.0.8 · § 603.5
Feat § 603.6

Medicine

Attempt to Heal a wounded Character in the same rank.

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Limited Order: Target a wounded Character in the same rank and make a DC 20 Medicine check. On success, Heal the target.

Rules Tome 2.0.8 · § 603.6
Feat § 603.7

Powerattack

A successful feat check adds one wound to this Character’s melee strike.

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Limited React: Before this Character makes a melee strike roll, make a DC 20 Powerattack check. On success, the strike inflicts one additional wound.

Rules Tome 2.0.8 · § 603.7
Feat § 603.8

Riding

Ready this Character’s spent or stunned Steed after a successful check.

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Limited Order: Target a spent or stunned Steed equipped to this Character and make a DC 20 Riding check. On success, ready the target.

Rules Tome 2.0.8 · § 603.8
Feat § 603.9

Riposte

Strike back after this Character is melee struck.

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Limited React: After a target Character performs a melee strike against this Character, make a DC 20 Riposte check. On success, perform a melee strike against that target; this strike cannot be redirected.

Rules Tome 2.0.8 · § 603.9
Feat § 603.10

Scribe

Attach a revealed spell from hand, then detach it later to play it as if from hand.

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Limited Order: Reveal a spell in your hand that this Character could cast while ready and make a DC 20 Scribe check. On success, attach it to this Character; on failure, discard it. Later, the Character may detach the scribed Action to play it as if from your hand, following normal timing, costs, and requirements. It normally goes to the discard pile after resolving unless its text directs another destination. No effect of that detached Action may reattach it to the Character performing it. Cards attached “as if scribed” follow these rules too. A multi-type scribed card may only be played as an Action; a scribed card without the Action type cannot be played this way.

Rules Tome 2.0.8 · § 603.10
Feat § 603.11

Sleight of Hand

On a successful check, you may take and equip a nearby Item if legal; otherwise it is destroyed.

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Limited Order: Target an Item within one rank and make a DC 20 Sleight of Hand check. On success, if this Character may legally equip the Item, you may gain control of it and equip it; otherwise the Item is destroyed. Normal equipment requirements and replacement rules still apply.

Rules Tome 2.0.8 · § 603.11
Feat § 603.12

Stealth

Enter opposing front ranks and attempt to cancel strikes; the Stealth React can be used up to your level times per turn while there.

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Stealth permits maneuvering into an opposing first rank. It also grants a Limited React after this Character is targeted by a strike: make a DC 20 Stealth check and cancel the strike on success. While in an opposing formation, this Stealth React may be performed a number of times per turn equal to the Character’s level. This is not a limit on all actions.

Rules Tome 2.0.8 · § 603.12
Keyword § 602.13

Challenge Rating

Spend Characters with enough combined levels to defeat a Dungeon.

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Challenge Rating N is the level total required by the standard Warlord Order to defeat that Dungeon.

Rules Tome 2.0.8 · § 602.13
Keyword § 602.9

Charge

A card with Charge N enters or begins play with N charge counters.

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Place the stated number of charge counters on the card when it begins or enters play.

Rules Tome 2.0.8 · § 602.9
Keyword § 602.2

Cursed

A Character with a Cursed Item or attached Cursed Action cannot equip another Item in that location.

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A Character gains Cursed while it has a Cursed Item equipped or Cursed Action attached. It cannot equip another Item to the same equip location while that source remains.

Rules Tome 2.0.8 · § 602.2
Keyword § 602.12

Dual Wield

The Character may equip a second Weapon instead of a Shield.

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Dual Wield permits two Weapons, but not two Weapons and a Shield. When equipping a Weapon or Shield, resolve equip-location conflicts immediately: with two Weapons, destroy a Weapon; with a Weapon and Shield when equipping another Weapon, choose a Weapon or the Shield to destroy. Equip locations are checked only when equipping an Item (section 302.7.1), not continuously.

Rules Tome 2.0.8 · § 602.12
Keyword § 602.20

Encumbered

A Character with three or more equipped Items is Encumbered.

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Encumbered is automatically gained while the Character has at least three Items equipped. It has no intrinsic penalty unless another card refers to it.

Rules Tome 2.0.8 · § 602.20
Keyword § 602.8

Epic

A constructed deck may contain only one copy of an Epic card name.

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Epic changes the normal deck copy limit to one copy of that named card in constructed play.

Rules Tome 2.0.8 · § 602.8
Keyword § 602.10

Heal

Remove one wound from the Character.

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Each instruction to Heal removes one wound, if the Character has a wound to remove.

Rules Tome 2.0.8 · § 602.10
Keyword § 602.4

Journey

Move this Character forward or backward one rank.

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Journey is a movement instruction that moves the Character one rank forward or backward, subject to legal movement and formation repair.

Rules Tome 2.0.8 · § 602.4
Keyword § 602.5

Planar

Natural odd non-spell strike rolls miss a Planar Character.

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A natural odd roll from a melee or ranged strike misses a Planar target even if its modified total reaches AC. Strikes generated directly by spell effects, including delayed strikes, ignore Planar. A strike from an ability merely granted by a spell is not itself an effect of that spell. Advantage keeps the highest even result if one exists; disadvantage keeps the lowest odd result if one exists.

Rules Tome 2.0.8 · § 602.5
Keyword § 602.16

Reach

The Character’s melee strikes may target up to two ranks away.

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Reach extends the normal melee target distance from within one rank to within two ranks.

Rules Tome 2.0.8 · § 602.16
Keyword § 602.3

Reserved

A Reserved card may not begin the game in play.

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Reserved cards cannot be part of the starting army or otherwise start in play.

Rules Tome 2.0.8 · § 602.3
Keyword § 602.6

Resistance

Resistance hinders matching damage strikes and helps against matching damage actions.

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Strikes with the named damage type suffer disadvantage when targeting the resistant Character. That Character has advantage on skill checks caused by actions with the matching damage type.

Rules Tome 2.0.8 · § 602.6
Keyword § 602.18

Stalwart

Opposing card effects cannot spend or stun this Character.

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Stalwart prevents opposing card effects from changing the Character to spent or stunned. It can be granted by an attached Action or equipped Item.

Rules Tome 2.0.8 · § 602.18
Keyword § 602.17

Survey

Look at the top two cards and arrange any on top and the rest on the bottom.

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Look at the top two cards of the deck. Put any number on top in any order and put the rest on the bottom in any order, giving six possible arrangements for two distinct cards.

Rules Tome 2.0.8 · § 602.17
Keyword § 602.14

True Strike

This Character’s strikes cannot be canceled or redirected.

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True Strike blocks effects that would cancel the Character’s strike or change its target.

Rules Tome 2.0.8 · § 602.14
Keyword § 602.15

Unarmed

An Unarmed Character cannot equip Items.

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The Character is prohibited from equipping Items while it has Unarmed.

Rules Tome 2.0.8 · § 602.15
Keyword § 602.7

Unique

A same-name card you control in play with Unique prevents another copy entering play.

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Unique applies to cards, not just Characters. When a card would enter play, it cannot enter if you already control a card with the same name in play that has Unique, even if the incoming card lacks Unique. You may bring in a Unique card if the same-name card already in play does not have Unique. You may not start with more than one copy of the same Unique card. The restriction is not continuously rechecked afterward.

Rules Tome 2.0.8 · § 602.7
Keyword § 602.19

Ward

Opposing non-strike actions cannot target a card with Ward.

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Ward protects any card with the keyword, not just Characters, from opposing actions that do not produce a strike. Ward alone does not block strike-producing actions or their strikes; all other targeting restrictions still apply.

Rules Tome 2.0.8 · § 602.19
Keyword § 602.11

Weakness

Weakness helps matching damage strikes and hinders checks caused by matching actions.

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Strikes with the named damage type gain advantage against the Character. That Character has disadvantage on skill checks caused by actions with the matching damage type.

Rules Tome 2.0.8 · § 602.11