1 Cultural Fountain: gain 4 culture
2 Cathedral Visit: gain 2 culture
3 Gourmet Vacation: gain 2 culture
4 Prayer's Fortitute: +3 maximum hp and life
5 Grocery Cart: + 1 food per turn
6 General Store: + 5 gold per turn it's active
7 Merchandise Sale: player will receive 11 gold after completing usage
8 Firebolt: deal 9 fire damage to enemy burn 8
9 Lava Strike: deal 5 damage to enemy burn 7
10 Dicekaroo: toss an dice, deal damage equal to the amount to enemy
11 Cleave: strike 5-9 damage with 4-7 to an next nearby opponent
12 Baseball: strike 12-18 bat damage
13 Swift: take an turn after this
14 Rock Toss: chance to stun on land deal 10 damage instant afterward: stunned opponents' units cannot move or use abilities
15 Summary Marks: auto end turn, player with higher hp wins the match, other beens
16 Jab: if recent combo striken last turn deal 16 monk damage, otherwise deal 8
17 Dispel: opponents' buddy loses burn, curse similar effects poison disease i.e. stays
18 Antidote: heal 5 hit points cure poison level 1 at 100% chance level 2 poison at 85% chance level 3 at 75% chance with level 4 (or 9 draft copy) at 25% chance if incompletes deal extra 5 damage at instant
19 Ninja Dodge: gain 75% dodge to most attacks for 2-3 turns
20 Soda Drink: gain 2 food gain 25% attack speed for two turns theoretically transfered to certain total attack damage of physical swing stride types
21 Cheery Cane: gain 1 food 1 speed
22 Apple Fruit: gain 2 food
23 Potatoe Chips: gain 5 food
24 Watermelon: gain 7 food
35 Banana: gain 3 food
26 Combo Meal: gain 4 food this turn gain 2 food on next one
27 Inspection: reveal opponent's hand
28 Voting Ballot: pay 2 life draw 3 cards if less than opponent or 'equal, else draw 2
29 Market Bailout: charge toward candidate gain 20 gold draw 5 cards discard 3
30 Fiscal Shift: check thy next 5 card in deck reorder them as in wish
31 Heal: heals health for 9 if moves above max hp remaining gains goes by 67% rounded to up to nearest of 0.35 there may be an complex formulation for that, if closer
32 Swift Heal: heals health for 5 immediately can play another card if character speed above 10
33 Rhythm Boost: increase character speed by 5 if wounded down or reach at 30% injury mark game mechanic world data stats health points return by 4
LIMITED TO CERTAIN
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1 Summon (Spirited) Weapon: Spirited weapon gives an 3 atk 2 health artifact summon
2 Forge: upgrade weapon one level (+1/+1)
3 Finalize: upon level 5 grants fiery splash: strikes aoe deals 3 additional fire 2 burn damage double the durability leften
4 Initiation: charge upon enemy gain 55 rage
5 Render: spend 35 rage to smite enemy an marvelous 17-19 damage
6 Fury Raze: gain 30 fury in trade of 25 rage
7 Whirlspin: strikes enemies in an not so bellerina twirl strike each for 27-32 damage
8 Championize: use opponent if possible size demanded and other constituents applicable into net resultant as an mule for one round deal 10-12 damage and render most spells cards unplayable next turn
9 Command Shout: gain 5 maximum health +4 stamina +5 strength and +2 endurance. endurance tells of chance to come out of stuns and prevent stuns enplus break which is there come out mentions
10 Slam Strikes: spend 45 rage deal significant bash overcomes shield defence by half rounded to closer quarter at simple formula of by 0.35-0.40 within range to be chosen by designer. or an random pureler generator heil
1 voodoo summon: summons an doll to transfer half damage, it hovers is unkillable un targetable except by certain
2 Automana: funnels through life vein of others gain 2 mana at occasion since. an upgrade more than an effect ongoing effects an
3 Wand Tether: gain 1 life upon landing deal 9 damage deal 14 instead to metal types metal wearers includes shield or helmet both conductor counten most each sword axe polearm a lot less
4 Siphon Health: for 2 turns drain 4 health gain 4 health while opponent speed reduce by 20-32%
5 Curse of Expression: reduce stats by 5 except stun effects resilient to possible below 0 or is to receive lesser deffect from
6 Curse of Weakness: reduce health by 4 reduce opponent buddy card strength by 7-10
7 Curse of Shadows: summon an lurking shadow beast: deals 4 damage has 9 health fades out after 3 turns at 2nd turn fizzle weakens, specifo at end of, reduce down 3 health becomes more sluggish deals 3 damage afterwards
9 Convertion: converts enemy soldiers and mercs, successful rate of which depends on an (complex duplex (decorationaltive) formulate) set of factors
10 Invitation: grip onto opponent if trilateral curses are on deal 80 damage towards directly overcomes most shield reducen effects amounts while bypass reflect and similaren types
DRUID ARCHER BEASTMASTER HUNTER LOOTER
GENIUSBOY MAID PURPINGCAT to be at continued
M a i d
1 clean: dust and pebbles
2 extra clean: exercise after cleanship had been done
3 progress: award cleaned opponent some food deal 15-29 damage
4 cherish: invite met royal guards to place summon an 20 health 7 attack guard until match
5 relational bond: stun opponent for 1-5 turns if man humanoid goblin ogre orc or elf reverse stun if beast undread virtual or unknowns
6 duty to note: toss broom towarde in unmet agilities: deal 8 damage 15 damage if clean 47 damage if relational bond once performed and not with cherish card afterward