RYDER CARDS

This includes if that player has to replace a card before their next turn. If the replaced card is a Reserve-triggered trap, then that trap comes into play when the player first looks at all their cards OR if they happen to choose that card to attack with on their turn.

If you have stated your warcry before flipping this card, then the warcry is activated regardless of whether you had a successful attack.

State your warcry, reveal your card, then reveal the other cards you’re attacking with. Additional card warcries are not activated in this attack.

This could be your field and another players field or it could be 2 other players fields.

If you have stated your warcry before flipping this card, then the warcry is activated regardless of whether you had a successful attack.

If you have stated your warcry before flipping this card, then the warcry is activated regardless of whether you had a successful attack.

If you have stated your warcry before flipping this card, then the warcry is activated regardless of whether you had a successful attack.

If you observe a player concealing a rank 8 card and failing to destroy it after this War Cry, or playing a rank 8 card after the round but before replenishing their cards, and you can provide evidence, their rank 8 card is destroyed and they are obligated to offer you their next tribute.

If there are no Rank 9s in the Reserve or Graveyard, you may not replace with any other card. The warcry doesn’t fail but is ineffective.

If the second attack fails, this card is NOT sent to the graveyard.
CHAMPION CARDS

If you do not have a card in your fields to put into the treasury then ignore the first step, you still choose one card from the treasury of the last person to attack you to place in your field.

Don’t play this card against another players cards, simply place it on the table and follow instructions.

“Eliminate” Simply means to win an attack against.

You choose 1 card from each player (eliminating them from each player’s field). You look at these cards, choose 2 for your tributes, and the rest go to the graveyard.
TRIGGER CARDS

If you pick up this card from the Reserve, it doesn’t trigger on you. It sits on your deck as a trap.

If you pick up this card from the Reserve, it doesn’t trigger on you. It sits on your deck as a trap.

If you pick up this card from the Reserve, it auto-triggers.

If you pick up this card from the Reserve, it auto-triggers.
If you happen to get it twice, it just stacks onto your other Poisoned cards. It still only affects the one card to the right of it; however, there are two cards that need to be cleansed now. So if a rank 8 or higher is flipped, then only one of these cards is removed, and another rank 8 or higher will need to be flipped to cleanse the second card.
Champion cards also cleanse the water.

If you pick up this card from the Reserve, it doesn’t trigger on you. It sits on your deck and triggers if someone attacks or moves this card in any way.

If you pick up this card from the Reserve, it auto-triggers.
LEGEND CARDS

Can only steal 1 card at one time, not multiple or the whole stack.

This can be done in any way, as long as you don’t get caught. Even if someone says “Pause the game” because they got a phone call or their wife/mum tells them to pack away their laundry…

If the card you draw to test for immunity is a trap card, the trap triggers, and you must draw again to test for trap immunity on the new card. This continues until you draw a non-trap card.

A blocked card is blocked from everything. This includes all War Cry effects. The player with the blocked card cannot play a blocked card.

If you pick up a trap, the fail is avoided but the trap still triggers.

You may only use this ability once per replenish. Also, auto-triggering trap cards still trigger and do not allow you to use this ability.

This only blocks Ryder attacks, not champions and War Cry effects are also blocked.

If you trigger a trap, you must pay the legend penalty PLUS any penalties from the trap card