Warhammer Underworlds: Harrowdeep – Illusory Might Rivals Deck
Warhammer Underworlds: Harrowdeep – Illusory Might Rivals Deck Rulebook
Table of Contents
Table of Contents
Objectives
Objective cards are scored by meeting the condition printed on them. The number at the bottom of each card is its Glory value.
Descending Tide
Objective · Glory 3 · 193/308
Dual: Score this in the third end phase if: There are two or more surviving friendly fighters And: Each of those fighters holds an objective in enemy territory.
'Drown in dark water or drown in gheists. Not much of a choice.' - Vol Orrukbane
Horrors in the Dark
Objective · Glory 1 · 201/308
Surge, Hybrid: Score this immediately after an activation if: Two or more friendly fighters are in cover hexes that are not in your territory. Or: Two or more friendly fighters hold objectives that are not in your territory.
Illusory Prominence
Objective · Glory 1 · 203/308
Dual: Score this in an end phase if: Each surviving friendly fighter has no upgrades And: There are one or more Illusion upgrades in your power discard pile.
'Nuffin' up my sleeve.' - Mannok da Kunnin'
Illusory Titan
Objective · Glory 1 · 204/308
Surge: Score this immediately after a friendly fighter's Attack action that takes the target out of action, if that friendly fighter has two or more Illusion upgrades.
With the illusory power flowing through Harrowdeep, even the meekest fighters can gain a momentary edge.
Trace the Leylines
Objective · Glory 1 · 227/308
Score this in an end phase if there are X or more friendly fighters within X hexes of an objective that is not held by an enemy fighter, where X is that objective's number (e.g. if there are two or more friendly fighters within 2 hexes of objective 2).
Flaws traceable across every battlefield.
False Apotheosis
Objective · Glory 2 · 196/308
Surge: Score this immediately after a friendly fighter's Attack action that takes an enemy fighter with three or more upgrades out of action.
How are the mighty fallen.
Illusory Nemesis
Objective · Glory 1 · 202/308
Surge, Hybrid: Score this immediately after: A power step if one or more opponents played one or more Illusion upgrades in that power step Or: You play your third or subsequent Illusion upgrade in the same phase.
'Your tricks won't save you now.' - Targor
Lengthening Shadows
Objective · Glory 2 · 212/308
Score this in an end phase if there are more friendly fighters in enemy territory than there are enemy fighters in enemy territory.
'Ready or not, 'ere we come.' - Mannok da Kunnin'
Masters of Illusion
Objective · Glory 1 · 217/308
Surge: Score this immediately after a power step if each surviving friendly fighter has one or more Illusion upgrades.
'We are blessed indeed, with hunting grounds such as these.' - Theddra Skull-scryer
Out of Time
Objective · Glory 1 · 219/308
Hybrid: Score this in an end phase if: Your warband holds a number of objectives equal to the round number (e.g. two objectives in the second end phase) Or: The number of friendly fighters in cover hexes is equal to the round number.
Shadow Match
Objective · Glory 1 · 224/308
Hybrid: Score this in an end phase if: One or more friendly fighters hold an objective that has a number equal to their Wounds characteristic Or: One or more friendly fighters each have a number of upgrades equal to their Wounds characteristic.
'Don't you point at me!' - Shank
Shock Troops
Objective · Glory 1 · 225/308
Surge, Hybrid: Score this immediately after an activation if: One or more friendly fighters hold an objective in enemy territory that has a number equal to the number of that fighter's upgrades Or: One or more friendly fighters each have more upgrades than there are surviving enemy fighters.
Gambits
Gambit cards are played as printed. Their type line is shown on each card.
Dark Determination
Gambit · Ploy · 234/308
Surviving friendly fighters other than your leader have the assassin keyword.
+1 Dice to friendly assassins' Range 1 Attack actions that target a leader.
This effect persists until the end of the phase.
In the shadows of Harrowdeep, any fighter may become a cold-blooded killer.
Deafening Clangour
Gambit · Ploy · 236/308
Play this only if one or more friendly fighters each have three or more upgrades. Scatter 3 from one of those fighters' hexes. Stagger each enemy fighter in each hex in the chain.
Even if you can't see your enemies, you can still intimidate them.
Phantom Denial
Gambit · Ploy · 250/308
Reaction: Play this when an opponent plays a gambit which chooses one or more fighters, if one of more of the chosen fighters are friendly fighters [sic: printed as "one of more"] with one or more Illusion upgrades. Discard one power card. When you do, those fighters are not chosen and the gambit is discarded.
Some warriors can wield illusions potent enough to deny what is real.
Phantom Retrieval
Gambit · Ploy · 251/308
Pick one or more Illusion upgrades in your discard pile. Then discard two power cards for each Illusion upgrade you picked. When you do, return the Illusion upgrades you picked to your hand.
'If it's not real, who's gonna mind it I nick it?' - Shank
Shady Bargain
Gambit · Ploy · 258/308
Give one upgrade to one friendly fighter without spending any glory points. Then pick one opponent. That opponent may give one upgrade to one of their fighters without spending any glory points.
'You wins, I wins, no one needs to know.' - Krookgrin
Siphoned Vigour
Gambit · Ploy · 260/308
Choose one friendly fighter. Heal the chosen fighter according to the number of upgrades that fighter had when you played this card, as shown below. Then break each of the chosen fighter's upgrades.
- 0-1 upgrades: Heal (1)
- 2-4 upgrades: Heal (2)
- 5+ upgrades: Heal (3)
Transfer of Power
Gambit · Ploy · 263/308
Choose two friendly fighters who each have one or more Illusion upgrades and no Charge tokens. Place each chosen fighter in the hex that was occupied by the other fighter when you chose them.
There are whispers of a way to channel Harrowdeep's illusions to cross incredible distances in an instant.
Cover of Darkness
Gambit · Ploy · 233/308
Pick one:
Gambits cannot deal damage. This effect persists until the end of the next power step.
Or: Push one friendly fighter up to 2 hexes into a cover hex.
Sometimes it's wise to move quietly and avoid notice.
Illusory Find
Gambit · Ploy · 242/308
Reveal cards from the top of your power deck one by one until you reveal an Illusion upgrade. Add that card to your hand, then return the revealed cards to your power deck and shuffle your power deck. If you did not reveal an Illusion upgrade, return the revealed cards to your power deck and shuffle your power deck.
Harrowdeep holds many treasures for a warrior with only a tenuous grip on reality.
Phantom Advance
Gambit · Ploy · 249/308
Push each friendly fighter with one or more Illusion upgrades up to 1 hex towards the nearest enemy fighter.
Move as swift as shadows.
Upgrades
Upgrade cards are attached to fighters. Each card's type line is shown first.
Bloodwrack Mask
Upgrade · Illusion
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
Reaction: After an enemy fighter's Move action, if that enemy fighter is within 1 hex of this fighter, deal 1 damage to that fighter.
Phantom Darts
Upgrade · Attack action, Illusion · 290/308
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
Stat line (left to right): Range 3 (hexagon target icon), Dice 3 (crossed-swords icon), Damage 1 (starburst icon). Keywords: Grievous, Seeking.
Seeking: +1 Dice if the target is in a cover hex
Phantom Fists
Upgrade · Attack action, Illusion · 292/308
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
Stat line (left to right): Range 1 (hexagon target icon), Dice 3 (hammer icon), Damage 2 (starburst icon). Keyword: Stagger.
Phantom Shield
Upgrade · Illusion · 293/308
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
This fighter's Defence characteristic is [shield icon] 2 and cannot be modified.
Shadow Mover
Upgrade · Denizen · 300/308
+1 Move while this fighter has 1 upgrade +2 Move while this fighter has 2-4 upgrades +3 Move while this fighter has 5+ upgrades
Unseen wings bear this fighter into the fray.
Ephemeral Fortitude
Upgrade · 278/308
This fighter has a Wounds characteristic of 4 in rounds 1 and 2, and a Wounds characteristic of 2 in round 3. This fighter's Wounds characteristic cannot be modified.
'I ain't finished yet.' - Quiv
False Presence
Upgrade · Illusion · 279/308
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
When this card is broken, if this fighter is on the battlefield, place this fighter in a starting hex in your territory.
Illusory Form
Upgrade · Illusion · 281/308
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
This fighter is on Guard.
There are few fighters you'd rather have at your side than yourself.
Phantom Spear
Upgrade · Attack action, Illusion · 294/308
Do not spend any glory points when you play this card. At the end of the action phase, or when this fighter is chosen by a gambit or is dealt damage, break this card.
Stat line (left to right): Range 2 (hexagon target icon), Dice 2 (hammer icon), Damage 2 (starburst icon). Keyword: Cleave.
Weapons Master
Upgrade · 307/308
+1 Damage to this fighter's Range 1 and Range 2 Attack actions while this fighter has three or more upgrades.
There is no blade, bludgeon or lash beyond the expertise of this matchless warrior.