Quarriors Comprehensive Card Reference & Unofficial FAQ (Version 1.2)
Quarriors Comprehensive Card Reference & Unofficial FAQ (Version 1.2)
2)
(recent major updates shown in red)
Terms/Keywords
Always specified on the reference card, sometimes requiring the die to
Ability A special power that a Creature can use after it has been summoned.
show a * or ** on its face.
You always draw 6 new dice at the start of your turn, even if other game
Active Pool Dice that you will roll on your next turn or dice that you just rolled. events caused you to draw dice into your Active Pool before your turn (so
you can start out rolling more than 6 dice).
As with any Spell, this is first placed into your Ready Area and on this or
A spell that affects a single Creature. You must place this Spell Die with
any future turn you may cast this spell at which point it is attached to a
Attach the chosen Creature, where it remains until that Creature scores or is
creature. Multiple spells (of the same or different types) can be attached
destroyed.
to a single Creature.
Attack The amount of damage a Creature does when it attacks. Upper-right corner of creature die face.
Capture The act of purchasing a die from the Wilds by paying Quiddity. Normally these go into your Used Pile.
The category that a Creature or Spell Power Card falls under. There can
Class
never be two Power Cards of the same class in the game.
A die that has been rolled on a Creature face and summoned into your
Creature This includes the starting Assistant dice.
Ready Area.
You may cull the same creature that you score since it is scored, placed
Cull To return a die to the Wilds, placing it on the matching Power Card.
into your Used Pile, and then you cull.
Lower-right corner of creature die face.
Defense The amount of damage a Creature can take before it is destroyed. If a creature is damaged but not destroyed, the damage that was applied
is disregarded.
When a Creature takes damage equal to or greater than its defense value,
it is destroyed. Some Spell effects and Creature abilities can also destroy Note that this means you will later re-draw Destroyed dice, only Culled
Destroy
a Creature regardless of its defense value. When your Creature is dice are removed from your possession permanently.
destroyed, it goes to your Used Pile.
Effect What a spell does when you cast it.
Glory Victory points that win you the game!
Immediate Effects are optional. You choose which Immediate Effects to
Immediate Effects are effects that can only be used immediately after you
use and which to ignore. You can use Immediate Effects in any order you
Immediate roll dice. Immediate Effects may allow you to draw more dice, re-roll dice,
choose, but they can only be used immediately after rolling your dice
gain Quiddity or some combination of the three!
(rulebook p9).
All dice in your Active Pool, Ready Area, and Used Pile are "in play." These
In Play Does not count dice in your bag.
dice can be the target of Spell effects and Creature abilities.
A rating of a Creature's overall power. You must spend this much
Level Upper-left corner of creature die face.
Quiddity to summon the Creature.
Quarry Die Any die in the game.
"Money" that you spend to activate Creatures or Capture a Quarry Die
Quiddity
from the Wilds.
Reaction A type of Spell that you can cast during another player's turn.
Spells are automatically moved to the Ready Area after rolling. Creatures
Ready Area are moved here after paying the appropriate cost (Level) in Quiddity to
Summon them.
To pick up a die that you rolled during your tum and roll it again. Only
Re-roll dice in the Active Pool can be re-rolled. You must accept the result of the If you re-roll a die and get another re-roll you can roll that die again.
second roll, even If it is worse!
To earn Glory for a Creature Die in your Ready Area. The Glory gained is It is not clear whether scoring always implies culling or whether culling
Score
shown on the matching Power Card. The die then goes to your Used Pile. only occurs when you score during phase 1 of your turn.
Spells are automatically moved to the Ready Area after rolling and can be
Spell spent now or on a future turn (except Immediate and Response spells
which have special rules).
When you use a die for any game effect, you must spend that die. Spent If you spend a die to draw a new die and your bag is empty, the spent die
Spend
dice are moved to your Used Pile. goes into your Used Pile before the Used Pile is put back into your bag.
Discard pile of used dice (destroyed and scored creatures, cast spells,
Used Pile
spent Quiddity, etc.) that are put back into your bag when it is empty.
Portal gets placed into your used pile as soon as it is used, prior to
Cost: 4
drawing any dice. If your bag is empty at this point, the Portal is placed
Die: 1Q / Draw+Roll*1 / Draw+Roll*1 /
back into your bag with the rest of your used pile.
Draw+Roll*2 / Draw+Roll*2 / Draw+Roll*2
Portal If a situation occurs where only Portal dice remain in both your bag and
your used pile when you use the Draw+Roll Ability, you may turn one
Draw+Roll*1 Immediate: Draw and roll one die.
Portal die to show 1 Quiddity (the inevitable result if you were to keep
Draw+Roll*2 Immediate: Draw and roll one die.
rolling & getting more dice, official FAQ 8/15/11 ).
Cost: 5
*/** The casting player chooses any Creature (Level 2 or less for *) in any
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell
player's Ready Area. We think this can be done immediately, so it could
Death Incantation
cancel any effects that might impact the rest of your turn (for example,
* Cast this Spell to Destroy one Creature of Level 2 or less.
Mighty Defender of the Pale), but this part is unconfirmed.
** Cast this Spell to destroy one Creature of any Level.
Cost: 6
*/** The casting player chooses any Creature (defense of 6 or less) in
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell
each player's Ready Area. We think this can be done immediately, so it
Death Spell
could cancel any effects that might impact the rest of your turn (for
*/** Cast this Spell to Destroy one Creature with defense 6 or less in each
example, Mighty Defender of the Pale), but this part is unconfirmed.
of your opponents' Ready Areas.
Cost: 3 Immediate Spell must be used immediately (or not used at all) and can't
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell be saved until a later turn (rulebook p20).
Growth Cantrip You may capture one additional Quarry die for each Growth Cantrip you
Immediate: Gain 2 Quiddity. You may capture 1 additional Quarry Die cast. For example, casting 3 Growth Cantrips on a single turn would allow
this turn. you to capture up to 4 Quarry dice on that turn.
Cost: 5
Growth Charm Die: 1Q / 2Q / 2Q / Spell / Spell / Spell Remember this can be cast now or later (and hence spent now or later).
Cast this Spell to gain 3 Quiddity.
Cost: 5 Immediate Spell must be used immediately (or not used at all) and can't
Growth
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell be saved until a later turn (rulebook p20). Not clear if you can choose to
Incantation
Immediate: Gain 2 Quiddity. You may re-roll any 2 other dice. re-roll only 1 other die.
Immediate Spell must be used immediately (or not used at all) and can't
Cost: 4
be saved until a later turn (rulebook p20) .
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell
Growth Spell This die must be spent and placed in the Used Pile before a new die is
drawn and rolled but you still can use the 2 Quiddity.
Immediate: Gain 2 Quiddity. Draw and roll 1 die.
Die drawn can be another "draw and roll" die (official FAQ 8/15/11).
Cost: 3
Life Cantrip Die: 1Q / 2Q / 2Q / Spell / Spell / Spell Must be attached on your own turn.
Attach: This Creature gains +4 defense.
Cost: 3
Cast when one of your Creatures is about to die and lasts until the end of
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell
the current player's turn.
Life Charm Reaction: When you cast this Spell, any of your Creatures that are
You will still draw 6 new dice at the beginning of your turn and roll all of
destroyed for the rest of the turn go to your Active Pool instead of your
your dice.
Used Pile.
Cost: 4
Cast to alter the attack total of another player and lasts until the end of
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell
Life Incantation the current player's turn. It is not clear if the player could still attach
Reaction: Cast this Spell to Reduce one Creature's attack to 0 (against all
spells or make other changes to increase the attack value back above 0.
players) for the remainder of this turn.
Cost: 4
Die: 1Q / 2Q / 2Q / Spell / Spell / Spell Cast when you are about to be attacked and lasts until the end of the
Life Spell
Reaction: Cast this Spell to give all Creatures in your Ready Area +4 current player's turn.
defense for the remainder of this turn.
Cost: 4
Returned Creature can no longer receive damage and/or be destroyed
Die: 2Q / 2Q / Draw+Roll*2 / Spell / Spell / Spell
Shaping Cantrip again during the same battle (official FAQ 8/15/11) . Basically I think of it
Reaction: Cast this Spell to return one of your just destroyed Creatures to
as a bystander waiting until the battle finishes at this point.
your Ready Area (at its same level) instead of putting it in the Used Pile.
Cost: 4
Die: 2Q / 2Q / Draw+Roll*2 / Spell / Spell / Spell
Shaping
Attach: When this Creature scores, you may cull one die from your Used You may cull Shaping Incantation when the spell triggers.
Incantation
Pile to capture one Quarry Die that costs up to 3 Quiddity more than the
die you culled.
Cost: 3
If another player has a Response Spell, we think this can destroy it before
Shaping Spell Die: 2Q / 2Q / Draw+Roll*2 / Spell / Spell / Spell
it is cast, but this is unconfirmed.
Cast this Spell to destroy one Spell in any player's Ready Area.
Cost: 3
Completely unconfirmed, but I think this needs to be attached on your
Die: 1Q / 2Q / 2Q / Reroll+Draw+Roll*1 / Spell / Spell
Victory Cantrip previous turn for it to provide additional Glory when the Creature is
scored.
Attach: This Creature gains +2 Glory when scored.
Cost: 5
Die: 1Q / 2Q / 2Q / Reroll+Draw+Roll*1 / Spell / Spell
Victory Charm Cast this Spell to gain +1 Glory for each Creature that scored this turn.
You can only cast this Spell if you scored with 2 or more Creatures this
turn.
Cost: 9
Victory
Die: 1Q / 2Q / 2Q / Reroll+Draw+Roll*1 / Spell / Spell
Incantation
Cast this Spell to gain +3 Glory.
Cost: 7
Die: 1Q / 2Q / 2Q / Reroll+Draw+Roll*1 / Spell / Spell
Victory Spell Cast this Spell to gain +1 Glory for each opponent that had a Creature
destroyed by one of your attacks this turn (maximum 1 Glory per player
attacked). You can only cast this Spell after your attack phase.
Cost: 6, Glory: 2
Deathdealer, Die: 1Q / 2Q / 2Q / C1,3,2 / C1,3,2 / C2,4,4 This happens whether or not Deathdealer was needed for the attack. It is
Strong When you Destroy a Creature, immediately score Deathdealer (place it in not clear whether you get to cull a die as a result of this scoring.
your Used Pile). This does not reduce your attack total for the turn.
Cost: 5, Glory: 2
Defender of the Die: 1Q / 2Q / 2Q / C1,1,5,* / C2,2,6,* / C3,2,8,**
Pale */** When Defender of the Pale scores, you earn 1 additional Glory for
each other Creature that scores this turn.
For example: If you have a Quaxos Scavenging Goblin with 2 defense (+1
defense for the other Quaxos in play for a total of 3) and an Assistant
(with defense 2) and you are attacked by a Quaxos Quake Dragon with 5
damage - you may only assign 3 damage to the Scavenging Goblin - the
Cost: 6, Glory: 3
final 2 damage must be assigned to the Assistant. In this case, the
Die: 1Q / 2Q / 2Q / C1,1,5,* / C2,2,6,* / C3,2,8,**
Scavenging Goblin would survive while the Assistant would be destroyed.
Defender of the * Your opponents must spend 1 additional Quiddity to summon each
Remember that your Quaxos defender can only absorb damage up to its
Pale, Mighty Creature as long as Defender of the Pale is in your Ready Area.
defense, but if any of that damage is from a Quaxos attacker, your
** Your opponents must spend 2 additional Quiddity to summon each
defender will not be destroyed.
Creature as long as Defender of the Pale is in your Ready Area.
*/** Even a Creature that is "free" to summon costs additional (e.g.
Quaxos’ Warrior of the Quay's ability) (official FAQ 8/15/11). We think
these costs are cumulative so if multiple copies of this Creature are in
Ready Areas the cost may be increased even more.
Cost: 6, Glory: 3
You draw the die before you have a chance to cull your dice, so this may
Die: 1Q / 2Q / 2Q / C1,1,5,* / C2,2,6,* / C3,2,8,**
cause you to empty your Used Pile and leave fewer choices for culling
Defender of the (unconfirmed) .
* When Defender of the Pale scores, draw 1 additional die and add it to
Pale, Strong When drawing dice for scoring the Strong Defender of the Pale and your
your Active Pool.
bag is empty, the Strong Defender of the Pale is placed into the used pile
** When Defender of the Pale scores, draw 2 additional dice and add
and included when you fill your bag from your used pile before drawing.
them to your Active Pool.
Cost: 3, Glory: 2
Devotee of the
Die: 1Q / 2Q / C1,0,3 / C1,0,3 / C2,2,4 / C2,2,4,*
Holy Query
* Devotee of the Holy Query gains +2 defense.
Cost: 4, Glory: 2
Die: 1Q / 2Q / C1,0,3 / C1,0,3 / C2,2,4 / C2,2,4,*
Devotee of the
* Devotee of the Holy Query gains +3 defense. When you attack with
Holy Query,
Devotee of the Holy Query, ignore the effects of all Spells attached to
Mighty
opposing creatures. Devotee of the Holy Query can't be the target of
opposing Spells.
Cost: 4, Glory: 2
Devotee of the
Die: 1Q / 2Q / C1,0,3 / C1,0,3 / C2,2,4 / C2,2,4,*
Holy Query,
* When Devotee of the Holy Query scores, you may capture one Spell Die
Strong
that costs 4 Quiddity or less for free. Add that Spell Die to your bag.
Cost: 3, Glory: 2 Assumed (but not verified) that the culled die would come from your
Die: 1Q / 1Q / 2Q / C1,2,2 / C1,2,2 / C2,3,3 Used Pile.
Ghostly Spirit Returned at the same Level (official FAQ 8/15/11).
When Ghostly Spirit is destroyed, you may cull 1 Basic Quiddity Die to Returned Creature can no longer receive damage and/or be destroyed
return Ghostly Spirit to your Ready Area (for free). again during the same battle (official FAQ 8/15/11) .
Cost: 4, Glory: 2
Ghostly Spirit, You will still draw 6 new dice at the beginning of your turn and roll all of
Die: 1Q / 1Q / 2Q / C1,2,2 / C1,2,2 / C2,3,3
Strong your dice.
When Ghostly Spirit is destroyed, add Ghostly Spirit to your Active Pool.
Cost: 8, Glory: 2
Die: 1Q / 2Q / 2Q / C2,?,? / C2,?,? / C2,?,?
Primordial Ooze ? = The number of Basic Quiddity Dice in your Used Pile and Active Pool
(combined). If you have no Basic Quiddity Dice in play, Primordial Ooze is
destroyed.
When the ooze enters the Ready area (by any means) - you must copy a
creature in an opponents' area, if able. It copies another creature exactly
including its glory (the 2 Glory is there only if there are no other creatures
to copy). If the copied creature then goes away it does not impact the
ooze as it remains the creature it copied. Attached spells are not copied.
An ooze can copy an ooze that copied another creature (and thus
becomes that originally copied creature). Once it has copied a creature it
cannot shift back to just an ooze (unless it’s copying another "plain" ooze
in an opponents' ready area). Spells or affects that return the Ooze to the
ready area make the ooze have to copy a new creature or be 0/5. Once in
Cost: 7, Glory: 2 the used pile (after all scoring/spell affects have occurred) or if you
Die: 1Q / 2Q / 2Q / C2,?,? / C2,?,? / C2,?,? roll/reroll the die and immediate affects are resolved it loses all memory
of previous states.
Primordial Ooze,
Primordial Ooze exactly copies one Creature in any of your opponents' If the ooze has copied a creature (like the ghostly spirits) that have an
Strong
Ready Areas (your choice). If no other Creatures are in play, Primordial ability that continues after it is destroyed it remains a copy of that
Ooze has attack 0 and defense 5. You may change the Creature being creature until it is returned to the ready area, used pile or rolled and any
copied once during each player's turn. immediate affects resolved of the creature it was copying (Ex. an Ooze has
copied a Mighty Ghostly Spirit. It is destroyed. Once you destroy a
creature you roll the copied Mighty Ghostly Spirit and either add it to your
ready area or used pile, after this point it is an “ooze” die with no memory
of what came before).
(official FAQ 8/15/11)
It is not clear whether you have an opportunity to change the copied
creature on your turn right before scoring. I do think it copies the Level of
the other Creature. The default values of 0/5 are only available right
when the Creature is summoned and only if no opponents have Creatures
in their Ready Areas.
Cost: 8, Glory: 4
Die: 1Q / 2Q / 3Q or Reroll / C1,4,4 / C2,6,6,* / C3,8,7,**
Quake Dragon Destroy all Level 1 Creatures in your opponent's Ready Area when you
attack with Quake Dragon (before your opponent chooses a defender).
* / ** Quake Dragon has no additional ability.
Cost: 9, Glory: 4
Quake Dragon, Die: 1Q / 2Q / 3Q or Reroll / C1,4,4 / C2,6,6,* / C3,8,7,**
Mighty * Quake Dragon gains +1 defense.
** Quake Dragon gains +2 defense and you earn +2 Glory when it scores.
For example: If you have a Quaxos Scavenging Goblin with 2 defense (+1
defense for the other Quaxos in play for a total of 3) and an Assistant
Cost: 9, Glory: 3
(with defense 2) and you are attacked by a Quaxos Quake Dragon with 5
Die: 1Q / 2Q / 3Q or Reroll / C1,4,4 / C2,6,6,* / C3,8,7,**
damage - you may only assign 3 damage to the Scavenging Goblin - the
Quake Dragon takes no damage from opponents attacking with Quaxos
final 2 damage must be assigned to the Assistant. In this case, the
Creatures (and can be assigned damage up to its defense value without
Scavenging Goblin would survive while the Assistant would be destroyed.
Quake Dragon, being destroyed). It also gains +1 attack and +1 defense for each other
Remember that your Quaxos defender can only absorb damage up to its
Quaxos' (Promo) Quaxos Creature in a Ready Area.
defense, but if any of that damage is from a Quaxos attacker, your
* When Quake Dragon is summoned, you may destroy any one Quaxos
defender will not be destroyed.
Creature to gain +1 Glory.
Any other Quaxos Creature in any player's Ready Area (including your
** When Quake Dragon is summoned, you may destroy any one Creature
own) gives +1 attack and +1 defense.
to gain +1 Glory.
*/** A die is only a Creature after it has been summoned, so the Creature
must come from any player's Ready Area.
Cost: 7, Glory: 3
Die: 1Q+Draw+Roll*1 / 2Q / 2Q* / C1,2,5 / C2,3,6 / C3,4,8,** The "Draw & Roll + 1 Quiddity" face does require you to "spend" this die
* You may draw and roll one additional die and re-roll Questing Wizard and put it into your Used Pile but you still receive the 1 Quiddity to spend.
Questing Wizard
(instead of gaining Quiddity). * I think you can use this action even if you can't draw another die
** Questing Wizard gains +1 defense and you earn +1 Glory when it (effectively just re-rolling this die)
scores.
Cost: 8, Glory: 4
You may capture one additional Quarry Die for each Mighty Questing
Die: 1Q+Draw+Roll*1 / 2Q / 2Q* / C1,2,5 / C2,3,6 / C3,4,8,**
Wizard that scores. For example, scoring with 3 Mighty Questing Wizards
When Questing Wizard scores, all Quarry Dice cost you 2 less Quiddity to
Questing Wizard, on a single turn would allow you to capture up to 4 Quarry dice on that
capture this turn, and you may capture 1 additional Quarry die this turn.
Mighty turn with a discount of 6 per die (unconfirmed).
* You may spend Questing Wizard as an Immediate Effect to draw and roll
The "Draw & Roll + 1 Quiddity" face does require you to "spend" this die
2 dice from your bag (instead of gaining Quiddity).
and put it into your Used Pile but you still receive the 1 Quiddity to spend.
** Questing Wizard has no additional ability.
Cost: 8, Glory: 3
Die: 1Q+Draw+Roll*1 / 2Q / 2Q* / C1,2,5 / C2,3,6 / C3,4,8,**
In most cases, when you score at the beginning of your turn, your Active
Questing Wizard, When Questing Wizard scores, you may cull any number of Spell Dice
Pool will be empty although your Ready Area may have spells you have
Strong from your Active Pool or Ready Area for 1 Glory each (even if they were
saved from earlier turns.
not attached to Questing Wizard).
*/** Questing Wizard has no additional ability.
Cost: 3, Glory: 2
Scavenging Die: 1Q / 1Q / C1,2,2 / C1,2,2 / C1,2,2,* / C1,2,2,* If your bag is empty when Mighty Scavenging Goblin is destroyed, it is
Goblin, Mighty * When Scavenging Goblin is destroyed, draw 2 dice and add them to placed into the bag before drawing.
your Active Pool.
Cost: 3, Glory: 2
It seems that as other Creatures are destroyed in a battle, Strong
Scavenging Die: 1Q / 1Q / C1,2,2 / C1,2,2 / C1,2,2,* / C1,2,2,*
Scavenging Goblin immediately loses the associated bonus for the rest of
Goblin, Strong * Scavenging Goblin gains +1 defense for each other Creature in your
the combat (unconfirmed) .
Ready Area.
For example: If you have a Quaxos Scavenging Goblin with 2 defense (+1
defense for the other Quaxos in play for a total of 3) and an Assistant
Cost: 3, Glory: 2
(with defense 2) and you are attacked by a Quaxos Quake Dragon with 5
Die: 1Q / 1Q / C1,2,2 / C1,2,2 / C1,2,2,* / C1,2,2,*
damage - you may only assign 3 damage to the Scavenging Goblin - the
Scavenging Goblin takes no damage from opponents attacking with
Scavenging final 2 damage must be assigned to the Assistant. In this case, the
Quaxos Creatures (and can be assigned damage up to its defense value
Goblin, Quaxos' Scavenging Goblin would survive while the Assistant would be destroyed.
without being destroyed). It also gains +1 attack and +1 defense for each
(Promo) Remember that your Quaxos defender can only absorb damage up to its
other Quaxos Creature in a Ready Area.
defense, but if any of that damage is from a Quaxos attacker, your
* When Scavenging Goblin is summoned, you gain +1 Quiddity for each
defender will not be destroyed.
Quaxos Creature is a Ready Area.
* Each Quaxos Creature already out there, including the one you are
summoning.
Cost: 4, Glory: 2
Warrior of the Die: 1Q / 2Q / 2Q / C1,2,3 / C1,2,3 / C2,3,4 Evaluated for each defending player, so the +3 attack only impacts players
Quay Warrior of the Quay gains +3 attack if the defending player has only 1 that have only 1 Creature in their Ready Area.
Creature in his Ready Area.
Cost: 4, Glory: 3
Die: 1Q / 2Q / 2Q / C1,2,3 / C1,2,3 / C2,3,4
Warrior of the
When Warrior of the Quay is summoned, all other Warriors of the Quay in
Quay, Mighty
al other players' Ready Areas are immediately destroyed. You may only
summon one Warrior of the Quay per turn.
Cost: 5, Glory: 2
Includes other Warriors of the Quay, so if you had a total of 3 in your
Warrior of the Die: 1Q / 2Q / 2Q / C1,2,3 / C1,2,3 / C2,3,4
Ready Area, each Warrior of the Quay would get +2 attack and +2 defense
Quay, Strong All other Creatures in your Ready Area get +1 attack and +1 defense as
from the other two dice.
long as Warrior of the Quay is in your Ready Area.
For example: If you have a Quaxos Scavenging Goblin with 2 defense (+1
defense for the other Quaxos in play for a total of 3) and an Assistant
Cost: 6, Glory: 3
(with defense 2) and you are attacked by a Quaxos Quake Dragon with 5
Die: 1Q / 2Q / 2Q / C1,2,3 / C1,2,3 / C2,3,4
damage - you may only assign 3 damage to the Scavenging Goblin - the
Warrior of the Quay takes no damage from opponents attacking with
Warrior of the final 2 damage must be assigned to the Assistant. In this case, the
Quaxos Creatures (and can be assigned damage up to its defense value
Quay, Quaxos' Scavenging Goblin would survive while the Assistant would be destroyed.
without being destroyed). It also gains +1 attack and +1 defense for each
(Promo) Remember that your Quaxos defender can only absorb damage up to its
other Quaxos Creature in a Ready Area.
defense, but if any of that damage is from a Quaxos attacker, your
When Warrior of the Quay is summoned, you may immediately summon
defender will not be destroyed.
any other Creature in your Active Pool for free.
Penalty imposed by any Mighty Defender of the Pale still applies to "free"
summoned creature (official FAQ 8/15/11).
Cost: 5, Glory: 3
Die: 1Q / 2Q / 2Q / C1,3,3 / C1,3,3 / C2,4,5
Witching Hag
You gain +1 Quiddity for each Creature you destroy as long as Witching
Hag is in your Ready Area.
Cost: 5, Glory: 3 Only applies when you have the Mighty Witching Hag and you are being
Witching Hag, Die: 1Q / 2Q / 2Q / C1,3,3 / C1,3,3 / C2,4,5 attacked. Multiple instances do not have additional impact. Even if
Mighty As long as Witching Hag is in your Ready Area, all Creatures with an attack attacker has bonus strength, each attacking Creature only has an attack
value higher than 3 that attack you have their attack reduced to 3. value of 3.
Cost: 5, Glory: 3 A Creature Die is any die that has at least one Creature face on it (which
Witching Hag, Die: 1Q / 2Q / 2Q / C1,3,3 / C1,3,3 / C2,4,5 face is showing while in the Used Pile has no impact).
Strong When Witching Hag scores, you may move 1 other Creature Die from your Can select another Creature Die that just scored in the same turn (official
Used Pile to your Active Pool. FAQ 8/15/11).