Maximum hand size for all opposing players is reduced by one.
Coast.
M
3rd Edition 126 of 400
Realm
Greyhawk
Keoland
Can defend itself as a level 0 hero and use allies and magical items. If this hero successfully defends the realm, he can keep one ally or magical item.
M
3rd Edition 127 of 400
Realm
Greyhawk
Celene
Monsters cannot attack or defend Celene. Elves gain 2 levels when defending this realm.
M
3rd Edition 128 of 400
Realm
Greyhawk
The Bright Desert
Cannot be attacked by heroes.
Coast.
M
3rd Edition 129 of 400
Realm
Greyhawk
Theocracy of the Pale
Clerics refuse to attack the Theocracy; clerics who defend the realm, however, double their base level.
M
3rd Edition 130 of 400
Realm
Greyhawk
The Bone March
Heroes cannot be played in defense of this realm. Undead defenders gain 4 levels.
Coast.
M
3rd Edition 131 of 400
Realm
Greyhawk
The Duchy of Urnst
The naval fleet of the duchy is so powerful that the realm is immune to swimmers.
M
3rd Edition 132 of 400
Realm
Greyhawk
The Sea Barons
Any holding attached to the Great Kingdom also applies to this realm.
Coast.
M
3rd Edition 133 of 400
Realm
Greyhawk
Hookhill
This player's Geryhawk realms are immune to offensive spells and harmful events if Bissel is also in play anywhere.
C
3rd Edition 134 of 400
Realm
Greyhawk
The Scarlet Brotherhood
Player can eliminate one champion from any pool at the start of his turn. This realm is then razed.
Coast.
UC
3rd Edition 135 of 400
Realm
Greyhawk
Iron Hills
This player's Geryhawk champions are immune to offensive spells and harmful events if Irongate is also in play anywhere.
Coast.
M
3rd Edition 136 of 400
Realm
Greyhawk
Principality of Ulek
This realm has coastal fortifications and is immune to all swimmers.
Coast.
C
3rd Edition 137 of 400
Realm
Greyhawk
County of Sunndi
Any champion can use wizard spells when defending the County of Sunndi; spells are doubled in level.
C
3rd Edition 138 of 400
Realm
Greyhawk
Duchy of Tenh
If Menzoberranzan is played or razed while this realm is in play, this player draws 3 cards.
C
3rd Edition 139 of 400
Realm
Greyhawk
Burneal Forest
Any champion and allies who attack Burneal Forest lose 2 levels.
C
3rd Edition 140 of 400
Holding
Greyhawk
Castle Hart
Any champion and allies defending Castle Hart gain 2 levels.
C
3rd Edition 141 of 400
Holding 5
Greyhawk
Ancient Arms of the Horned Society
This player's Greyhawk monsters all have the ability to earthwalk, as do their allies.
R
3rd Edition 142 of 400
All Cards
AD&D
(no card)
Replaced by 1st/438.
NA
3rd Edition 143 of 400
Holding
Greyhawk
Ancient Arms of Greyhawk
If Iuz the Evil is in play, this player's undead are doubled in base level.
R
3rd Edition 144 of 400
Holding
Greyhawk
Ancient Arms of the Great Kingdom
All undead allies of this player are tripled in level, when attacking or defending.
R
3rd Edition 145 of 400
Holding
Greyhawk
Ancient Arms of Furyondy
The attached realm deflects all offensive spells and harmful events directed at it to any other realm of the player's choice.
C
3rd Edition 146 of 400
Holding
Greyhawk
Ancient Arms of Nyrond
This player's monsters have the ability to fly, swim, or earthwalk as needed.
C
3rd Edition 147 of 400
Holding +4
Greyhawk
Skull Keep
Any champion defending the attached realm gains 4 levels.
C
3rd Edition 148 of 400
Holding
Greyhawk
Fortification
The attached realm and all its defenders are immune to offensive wizard and cleric spells.
C
3rd Edition 149 of 400
Event
AD&D
Siege!
Razes the first realm of every player, regardless of special powers; if a player's first realm is already razed, he ignores this event. (Harmful)
Harmful.