Table of Contents

Amazons

There arose a schism after the birth of the elder species, but before the issuance of the younger ones. What caused this discordance, none can say. Speculation has it that, in the aftermath of the fiendish atrocities committed by Death upon his siblings, Eldurim and Firiel, Nature took her four eldest children and hid them from Esfah to soothe their troubled spirits.

Death was too distracted with his new creations to notice Nature's withdrawal. But there was one who did not fail to notice: Tarvenehl, the Father, He Who Is All.

Tarvenehl has ever been distant, reluctant to interfere with the affairs of others. What prompted him to descend to Esfah is beyond all knowing. Suffice it to say that he did. He looked about him, saw the elder species already engaging in the ruthless sport of war, and shook his head. He splayed out his hands, and from them dropped the Amazons, fully formed.

The Amazons were nomadic herders, and they bred monsters to fend off predators. The half-human Centaur, the fearsome Chimera, the many-headed Hydra, and the snake-haired Medusa all guard and protect the Amazon lands.

Of the Nightmare, the fifth Amazon monster, there persists only rumors.

Click here for more about this species.

ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Soldier

Warrior

War Chief

Centaur
Light Melee
Runner

Envoy

Harbinger

Chimera
Cavalry
Charioteer

Battle Rider

War Driver

Hydra
Missile
Darter

Javelineer

Spearer

Medusa
Magic
Seer

Visionary

Oracle

Nightmare

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Javelin Charge
During a march, instead of taking the maneuver step, you may bury a minor terrain the marching army controls. Amazons in that army may then count maneuver results as if they were missile results during a missile action this turn.
Kukri Charge
During a march, instead of taking the maneuver step, you may bury a minor terrain the marching army controls. Amazons in that army may then count maneuver results as if they were melee results during a melee action this turn.
Terrain Harmony
Amazons units generate magic results matching the colors of the terrain where they are located. Amazon units in the Reserves Area generate Ivory magic, which may only be used to cast Elemental spells.

Spells

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
Blue (Air) Spells
Hailstorm
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Inflict one point of damage on the target.
Wind Walk
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn.
Lightning Strike
Race Any Cost 6
Reserves No Cantrip No
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action.
Green (Water) Spells
Watery Double
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target’s rolls until the beginning of your next turn.
Flash Flood
Race Any Cost 4
Reserves No Cantrip No
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood.
Wall of Fog
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn.
Red (Fire) Spells
Ash Storm
Race Any Cost 2
Reserves No Cantrip Yes
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn.
Fiery Weapon
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn.
Dancing Lights
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six melee results from the target's rolls until the beginning of your next turn.
Yellow (Earth) Spells
Stone Skin
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target's rolls until the beginning of your next turn.
Path
Race Any Cost 4
Reserves Yes Cantrip No
Target one of your units at a terrain. Move the target to any other terrain where you have an army.
Transmute Rock to Mud
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six maneuver results from the target’s rolls until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Esfah's Gift
Race Amazons Cost 3
Reserves Yes Cantrip Yes
Target a minor terrain in your Buried Unit Area (BUA). Move that terrain to your summoning pool.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Rally
Race Amazons Cost 5
Reserves Yes Cantrip No
Target up to three of your Amazon units at a terrain. Move those units to any other terrain where you have at least one Amazon unit.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Bullseye Cantrip Counter Double Strike Firebreath
Firewalking Flame Fly Kick Rend
Smite Stone Trample
SAI Effects
Bullseye
Dragon Attack, Missile During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Bullseye generates X missile results.
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.
Double Strike
Dragon Attack, Melee During a melee attack, target four health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Double Strike generates four melee results.
Firebreath
Melee During a melee attack, inflict X points of damage on the defending army with no save possible. Each unit killed makes a save roll. Those that do not generate a save result are buried.
Firewalking
Maneuver, Non-Maneuver During a maneuver roll, Firewalking generates X maneuver results.

During any non-maneuver roll, this unit may move itself and up to three health-worth of units in its army to any terrain.
Flame
Melee During a melee attack, target up to two health-worth of units in the defending army. The targets are killed and buried.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Kick
Dragon Attack, Melee, Save During a melee attack, target one unit in the defending army. The target takes X points of damage.

During a save roll, Kick generates X save results.

During a dragon attack, Kick generates X melee and X save results.
Rend
Dragon Attack, Maneuver, Melee During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well.

During a maneuver roll, Rend generates X maneuver results.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.
Stone
Dragon Attack, Melee, Missile During a melee or missile attack, Stone does X damage to the defending army with no save possible.

During a dragon attack, Stone generates X missile results.
Trample
Any During any roll, Trample generates X maneuver and X melee results.