Warhammer: Invasion – Karaz-a-Karak
Warhammer: Invasion – Karaz-a-Karak Rulebook
Table of Contents
Table of Contents
- Cards
- 61. Mountain Sentry
- 62. Queen Helga
- 63. Lore Seeker
- 64. Runeblades
- 65. Teller of Tales
- 66. Mineshaft Engineer
- 67. Heart Forge
- 68. Karak Great Cannon
- 69. The Great Guild Hall
- 70. Leave No Trace
- 71. Guard Squigs
- 72. Master Alchemist
- 73. Elven Scout
- 74. Disc of Tzeentch
- 75. Chosen of Anath Raema
- 76. Zombie Dragon
- 77. Cube of Darkness
- 78. Paranoia
- 79. Building Plans
- 80. Building for War
Cards
One entry per card in the pack. The line under each name gives the card's type, faction, printed cost, loyalty, power and HP, and traits.
61. Mountain Sentry
Unit | Dwarf | Cost 1 | Loyalty 2 | Power 0 | HP 1 | Traits: Musician.
Ranger units in this zone get +2 hit points.
62. Queen Helga
Unit | Dwarf | Cost 5 | Loyalty 3 | Power 1 | HP 3 | Traits: Hero. Noble.
Limit one Hero per zone. Toughness 2.Action: When a Hero unit enters play under your control, put a [Dwarf] unit with printed cost 3 or lower into play in the same zone from your hand.
63. Lore Seeker
Unit | Dwarf | Cost 2 | Loyalty 1 | Power 1 | HP 2 | Traits: Priest.
Action: When you play a tactic, put a resource token on this card. Action: Move a resource token from this card to another card with a resource token already on it.
64. Runeblades
Unit | Dwarf | Cost 4 | Loyalty 2 | Power 0 | HP 3 | Traits: Warrior. Elite.
This unit deals +X damage in combat while attacking. X is the highest loyalty of a [Dwarf] card you control.
65. Teller of Tales
Unit | Dwarf | Cost 2 | Loyalty 3 | Power 1 | HP 1 | Traits: Storyteller.
Kingdom. Action: When an ability is triggered on a quest you control, target [Dwarf] unit gains [Power] until the end of the turn.
66. Mineshaft Engineer
Unit | Dwarf | Cost 4 | Loyalty 1 | Power 1 | HP 4 | Traits: Engineer.
Action: Sacrifice a development in this zone to reveal the top five cards of your deck. Randomly take one revealed card into your hand and discard the rest.
67. Heart Forge
Support | Dwarf | Cost 2 | Loyalty 3 | Power 1 | Traits: Location.
Kingdom. Lower the cost of each Rune card you play by 1.
68. Karak Great Cannon
Support | Dwarf | Cost 2 | Loyalty 2 | Power 0 | Traits: Fortification.
Action: When this zone is attacked, sacrifice X developments in this zone to deal 2 damage to X target attacking units.
69. The Great Guild Hall
Support | Dwarf | Cost 5 | Loyalty 5 | Power 4 | Traits: Capital Center.
This card enters play with 4 resource tokens on it. Action: At the beginning of your turn, remove a resource token from this card. Then, if there are no resource tokens on this card, search your deck for up to 5 [Dwarf] support cards, reveal them, and add them to your hand. Then, shuffle your deck.
70. Leave No Trace
Tactic | Dwarf | Cost 1 | Loyalty 3
Action: Discard a card from your hand with X loyalty to deal X damage to target defending unit.
71. Guard Squigs
Support | Orc | Cost 2 | Loyalty 3 | Power 1 | Traits: Condition. Creature.
Action: When this zone is attacked, this card becomes a unit with 3 hit points until the end of the turn (it also retains its power). It also counts as a support card.
72. Master Alchemist
Unit | Empire | Cost 3 | Loyalty 4 | Power 2 | HP 2 | Traits: Mage.
You may spend resource tokens on this unit to play cards. Action: At the beginning of your turn, discard a card from your hand to put a resource token on this card.
73. Elven Scout
Unit | High Elf | Cost 1 | Loyalty 3 | Power 1 | HP 1 | Traits: Ranger.
Action: When this unit enters or leaves play, put a resource token on a card with a resource token on it.
74. Disc of Tzeentch
Support | Chaos | Cost 0 | Loyalty 3 | Power 0 | Traits: Attachment. Creature.
Attach to a target [Chaos] unit. While attached unit is corrupted, it gains [Power] and may attack from any zone.
75. Chosen of Anath Raema
Unit | Dark Elf | Cost 2 | Loyalty 2 | Power 1 | HP 1 | Traits: Assassin.
Action: Corrupt this unit to choose a target unit in any corresponding zone and discard the top card of your deck. Destroy target unit if it has fewer remaining hit points than the loyalty of the discarded card. Then, if the discarded card was not a [Dark Elf] card, destroy this unit.
76. Zombie Dragon
Unit | Neutral | Cost 6 | Loyalty 0 | Power 3 | HP 3 | Traits: Undead. Dragon.
Destruction only. Necromancy. Feared 1.Action: When this unit enters play, all Undead units gain [Power] until the end of the turn.
77. Cube of Darkness
Tactic | Neutral | Cost 2 | Loyalty 0 | Traits: Lizardmen.
Order only. Play only if you control a Lizardmen unit. Action: Cancel an Action just triggered by a card in play. That Action may not be triggered for the rest of the turn.
78. Paranoia
Support | Neutral | Cost 1 | Loyalty 0 | Power 0 | Traits: Attachment. Condition.
Attach to a target unit. Cards with fewer than 3 loyalty cannot enter this zone. Action: Destroy attached unit. Only your opponent may trigger this ability.
79. Building Plans
Tactic | Neutral | Cost 1 | Loyalty 0
Limited. Action: Search the top five cards of your deck for up to two non-Attachment support cards, reveal them, and add them to your hand. Then, shuffle your deck.
80. Building for War
Quest | Dwarf | Cost 0 | Loyalty 3
Quest. Action: When this card enters play, draw a card. Quest. Action: When you play a [Dwarf] non-Attachment support card from your hand, gain 1 resource if a unit is questing here.