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Summoner Wars (Second Edition): Sand Goblins Faction Deck thumbnail

Summoner Wars (Second Edition): Sand Goblins Faction Deck

Expansion for Summoner Wars (Second Edition)

Summoner Wars (Second Edition): Sand Goblins Faction Deck Rulebook

Table of Contents

Table of Contents

  • Units
    • Krusk (Summoner)
    • Uncle Sparks (Champion)
    • Silts (Champion)
    • Clink (Champion)
  • Commons
    • Rust Rider (Common)
    • Wrench Rat (Common)
    • Bug Biter (Common)
    • Sand Scavenger (Common)
  • Events
    • Detonate
    • Turret Upgrade
    • Mortar Upgrade
    • Thruster Upgrade
  • Deck Composition
  • Card Notes
  • Gaps and Notes

Units

Krusk (Summoner)

Summoner Unit • Structure • Sand Goblins

  • Life: 10
  • Strength: 3 (Ranged)

Mobile Structure. This card may move.

Carry. Before this unit moves, it may target any number of friendly adjacent units. After it moves, place each target adjacent to this unit.

Uncle Sparks (Champion)

Champion Unit • Structure • Sand Goblins

  • Cost: 5 magic
  • Life: 8
  • Strength: 3 (Ranged)

Mobile Structure. This card may move.

Top Wrench. Once per turn, during your Build Phase, you may discard the top card of your draw pile to retrieve an Upgrade event or a Wrench unit from your discard pile, reveal it, and add it to your hand.

Silts (Champion)

Champion Unit • Sand Goblins

  • Cost: 5 magic
  • Life: 7
  • Strength: 3 (Melee)

Cunning. Once per turn, during your Move or Attack Phase, this unit may exchange places with an adjacent unit.

Clink (Champion)

Champion Unit • Sand Goblins

  • Cost: 4 magic
  • Life: 6
  • Strength: 3 (Melee)

Repair. After this unit destroys an enemy card, remove 1 damage from each friendly structure within 3 spaces of this unit.

Commons

Rust Rider (Common)

Common Unit • Structure • Sand Goblins

  • Cost: 2 magic
  • Life: 5
  • Strength: 2 (Melee)

Mobile Structure. This card may move.

Burn Hot. After this unit moves, you may discard the top card of your draw pile. If you do, you may force it 1 or 2 spaces and it has +1 strength until the end of your turn.

Wrench Rat (Common)

Common Unit • Sand Goblins

  • Cost: 0 magic
  • Life: 2
  • Strength: 2 (Ranged)

Rig Explosives. During your turn, you may place this unit under an adjacent card. After that card is destroyed, add 1 damage to each card that was adjacent to it.

Bug Biter (Common)

Common Unit • Structure • Sand Goblins

  • Cost: 0 magic
  • Life: 2
  • Strength: 1 (Melee)

Mobile Structure. This card may move.

Flight. When this unit moves, it may move 1 extra space and through cards.

Crash. After this unit moves, add 1 damage to it and add 1 damage to an adjacent card, if able.

Sand Scavenger (Common)

Common Unit • Sand Goblins

  • Cost: 1 magic
  • Life: 2
  • Strength: 3 (Melee)

Salvage. After this unit destroys an enemy card on your turn, you may retrieve a structure from your discard pile, reveal it, and place it on top of your draw pile.

Events

Detonate

Epic Event • Magic Phase

  • Cost: 0 magic

Target a friendly structure. Destroy the target, but instead of discarding it, add it and any cards under it to your hand.

Turret Upgrade

Standard Event • Build Phase

  • Cost: 0 magic

Place this card under a friendly structure. It has this ability:

Gunner. Once per turn, during your Attack Phase, you may target a card within 3 clear straight spaces of this card. Roll 2 dice and add 1 damage to the target for each Special rolled.

Mortar Upgrade

Standard Event • Build Phase

  • Cost: 0 magic

Place this card under a friendly structure. It has this ability:

Explosive Shell. Once per turn, during your Attack Phase, you may target a card exactly 2 spaces away from this card. Discard the top card of your draw pile to add 1 damage to the target and to each card adjacent to it.

Thruster Upgrade

Standard Event • Build Phase

  • Cost: 0 magic

Place this card under a friendly structure. It has this ability:

Thrust. Once per turn, during your Move, Build, or Attack Phase, you may force this card 1 space.

Deck Composition

The card reference sheet prints the following group labels. Starting Setup is printed as a list of cards with a count for each: 1 x Rust Rider and 1 x Wrench Rat. Events are printed under the label "Events (2x)" and Commons under "Commons (4x)". The sheet prints no count for the Champions group, and no separate count for Krusk, the summoner. Deck limits are set by the base rulebook (Deck Restrictions).

Starting Setup: 1 x Rust Rider, 1 x Wrench Rat.

Card Notes

  • The sheet shows one image per card design. Duplicate copies of the same card are not reproduced.
  • The sheet does not reproduce the Summoner Wall cards, and none are listed for this faction.
  • Card text is transcribed as printed. The sheet's Plaid Hat copyright box is not reproduced.
  • Header icons (the faction and type glyphs in each card's header bar) are not transcribed. The faction is given in each type line ("Sand Goblins").

Gaps and Notes

  • Source. The source is a card reference sheet (two pages, one image per card design), not a rules document. Card text was read from the card images at their printed resolution, with the 12 individual card images from sw-zone.com used to check small words.
  • Special symbol on Turret Upgrade. The symbol in "for each ... rolled" is a black jagged mark that is not the sword (Melee) or the bow (Ranged). It is transcribed as "Special", identified by elimination; the base rulebook's Dice section lists Melee, Ranged and Special as the three die faces. This is a judgment call and should be checked against a physical card.
  • "Phase" on Turret Upgrade. At the image's resolution the last letter of "Attack Phase" in the Gunner line is ambiguous (it may read "Phasc"). It is transcribed as "Phase", the term used on every other card in this deck.
  • Strength icons. Melee and Ranged strength were read from the disc icon on each card (sword for Melee, bow for Ranged) at zoom. Krusk, Uncle Sparks and Wrench Rat are Ranged; the rest are Melee.