Heroes of Land, Air & Sea: Pestilence Booster Pack
Heroes of Land, Air & Sea: Pestilence Booster Pack Rulebook
Table of Contents
Table of Contents
Spell Cards
The booster contains 14 Spell Cards, two copies of each of the following seven spells. Each card's cost (Mana, shown top left) and its Scribe value (purple seal, top right) are printed as shown. Spell timing (CAST, COMBAT, INTERRUPT) and the "Cannot be Scribed" restriction are as printed on each card.
Redirect Spell
- Cost: 4 Mana (top left)
- Value: purple seal 2 (top right)
- Timing: INTERRUPT. Cannot be Scribed.
Choose a new target for the Spell just played by an enemy. It can be the player who cast the original Spell.
Egress
- Cost: 3 Mana (top left)
- Value: purple seal 1 (top right)
- Timing: COMBAT. Cannot be Scribed.
Before totaling your final Strength, you may immediately move up to 2 of your Units in this Battle up to [movement icon] away (cannot start a new Battle). Gain +[icon] for each Unit moved away.
Part Sea
- Cost: 2 Mana (top left)
- Value: purple seal 1 (top right)
- Timing: CAST.
Move any number of Units from one Land Region you control up to [movement icon] away. Must cross at least 1 Sea Region. (cannot end in a Sea Region; Central Sea Region counts as 2 Regions)
Silence
- Cost: 4 Mana (top left)
- Value: purple seal 2 (top right)
- Timing: COMBAT. Cannot be Scribed.
All positive and negative [leaf icon] modifiers from Faction Board and Hero abilities are cancelled for both players for this Battle.
Conjure Oasis
- Cost: 4 Mana (top left)
- Value: purple seal 2 (top right)
- Timing: CAST.
Select any Desert Region. Move up to 5 Units, belonging to a single player, from adjacent Land Regions (excluding the Capital City Region) into this Desert. The player whose Units were moved gains 2 Resources of their choice for each Unit moved (cannot start a Battle).
Conjure Storm
- Cost: 2 Mana (top left)
- Value: purple seal 1 (top right)
- Timing: COMBAT. Cannot be Scribed.
Enemy Tactic Cards cost an additional 2 Resources of their type shown.
Conjure Vessel
- Cost: 2 Mana (top left)
- Value: purple seal 1 (top right)
- Timing: CAST.
Take a Vessel from your supply and place it in your Capital City Region. The Vessel's prerequisite building must already be built.
Dragonscale Yacht
The booster contains 2 Dragonscale Yacht cards. Each card shows:
- Prerequisite: No Building Prerequisite
- Cost: three resource icons, each showing 3 (read from the card photos as 3 Food, 3 Mana, 3 Ore by colour; the icons are not labelled on the card)
- Art and flavour text only. No ability text is printed on the card.
Very rarely, a dragon will fly astray and die in the Aughmoore tundra. The ice preserves its body where Polarkin blacksmiths find it and salvage its scales to produce their most scarce and desired vessel. Dragon scales are harder than almost any metal but lighter than any fabric, giving the versatile Dragonscale Yacht the endurance to withstand a churning sea and the agility to conquer the skies. Sought by all races, this technological feat is a luxury in peace, but an asset in war.
Gaps in this transcription
- The Dragonscale Yacht cards show no rule for how a Yacht is recruited or what it does beyond its cost and prerequisite. Any recruiting or Vessel rules for it are printed on a separate mercenary or rules sheet that was not part of the source photos, and they are not reproduced here.
- Icon meanings for the movement, strength, and leaf symbols on the Spell Cards could not be confirmed from the card photos alone. They are shown in brackets as printed.
- The meaning of the purple seal value on each card is not explained on the card photos. It is recorded as printed.
- The Spell cost icon is read as Mana from the base game's rules, which say Spells are paid for in Mana. The Yacht cost colour mapping above is an inference from colour, not printed text.