Table of Contents

Undead (Bloodless)

The Elder Species, the mortal Amazons, and the hostile Firewalkers were all engaged in war, squabbling over territories and imagined slights. The races of Esfah were out of control, and there were none to temper them, to teach them gentler ways. Nature and her elemental children were still in seclusion, recovering from the wounds inflicted by Death.

But Death remained on Esfah, and at last he tired of torturing his pets and let them loose. He turned his attention to the face of the world, and saw that the races had destroyed much of the once beautiful land. Mountains lay scarred by spells, fields were trampled by cavalry, and streams flowed red with the blood of the dead.

Death laughed, a great booming sound filled with malicious mirth. He leapt into the air, his form sprouting huge bat-like wings, and he wended his way across the land. His sharp eyes espied the bodies of the forlorn dead, and again he laughed joyously.

And in his wake, the bones of the dead, the decaying corpses of the dead, rose with trembling hatred to follow their master.

It was the dawn of the dead, and never had a day looked so grim.

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ID Icons

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

Wight

Mummy

Carrion Crawler
Light Melee
Skeleton

Revenant

Death Knight

Dracolich
Cavalry
Wraith

Spectre

Ghost

Fenhound
Light Magic
Ghoul

Ghast

Vampire

Minor Death
Heavy Magic
Apparition

Heucuva

Lich

Skeletal Steed

Normal Action Icons

Magic Maneuver Melee Save

Species Abilities

Stepped Damage
When an Undead unit is killed you may instead exchange it with an Undead unit of lesser health from your Dead Unit Area (DUA).
Bone Magic
When an army containing Undead takes a magic action, each Undead unit that rolls at least one non-ID magic result may add one additional magic result. The number of magic results that may be added in this way is equal to the number of Undead units in the Undead player's Dead Unit Area (DUA), up to a maximum of four .

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.
Evil Eye
Race Undead Cost 3
Reserves No Cantrip No
Target any opposing army. Subtract two save results from the target’s rolls until the beginning of your next turn.
Restless Dead
Race Undead Cost 3
Reserves Yes Cantrip Yes
Target any army. Add three maneuver results to the target’s 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.
Exhume
Race Undead Cost 5
Reserves No Cantrip No
Target three health-worth of units in an opposing player’s Dead Unit Area (DUA). The targets make a save roll. If the targets do not generate a save result they are buried. You may return units up to the health-worth of units buried in this way, to the casting army from your Dead Unit Area (DUA).
Open Grave
Race Undead Cost 5
Reserves Yes Cantrip No
Target any army. Until the beginning of your next turn, units in the target army that are killed following a save roll by any army-targeting effects (including melee and missile damage) go to their owner's Reserve Area instead of the DUA. If no save roll was possible when units are killed, Open Grave does nothing.
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.
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.
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.
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
Cantrip Convert Dispel Magic Fly Plague
Rend Scare Slay Smite Stun
Trample Vanish Wither
SAI Effects
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.
Convert
Melee During a melee attack, target up to 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. The attacking player may return up to the amount of heath-worth killed this way from their Dead Unit Area (DUA) to the attacking army.
Dispel Magic
Special Whenever any magic targets this unit, the army containing this unit or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon is rolled, negate all unresolved magic that targets or effects this unit, its army or the terrain it occupies. No other icons have any effect during this special roll. Magic targeting other units, armies, or terrains is unaffected by this SAI.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Plague
Melee During a melee attack, target one unit in the defending army. The target makes a save roll. If the target fails to generate a save result it is killed. That unit's owner then targets another unit in the same army to save or be killed. Continue to target units with Plague until a targeted unit generates a save result.
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.
Scare
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are immediately moved to their Reserve Area before the defending army rolls for saves. Those that roll their ID icon are killed.
Slay
Melee During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed.
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.
Stun
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are stunned and cannot be rolled until the beginning of your turn, unless they are the target of an individual-targeting effect which forces them to roll. Stunned units that leave the terrain through any means are no longer stunned. Roll this unit again and apply the new result as well.
Trample
Any During any roll, Trample generates X maneuver and X melee results.
Vanish
Save During a save roll, Vanish generates X save results. The unit may then move to any terrain or its Reserve Area. If the unit moves, the save results still apply to the army that the Vanishing unit left.
Wither
Melee During a melee attack, target any opposing army at the same terrain. Until the beginning of your next turn, the targeted army subtracts X results from all rolls it makes.