4th Edition Cards 101 - 125



Holding
BirthrightPoints East Trading Guild
This players draws one extra card per turn. Negates any Arkhold holding in play.
UC 4th Edition 101 of 500


Holding
BirthrightThe Thorn Throne
Elf champions defending the attached realm may cast wizard spells and use blood abilities.
UC 4th Edition 102 of 500


Holding
BirthrightPeaceful Seas of Nesirie
Swimming champions in this player's pool are protected from all harmful events.
UC 4th Edition 103 of 500


Holding
BirthrightSarimie's Temple of Fortune
If one of this player's champions or realms is the target of a phase 3 spell, all players draw a card, noting its last digit. The player with the lowest number becomes the recipient instead, and the caster selects a new target if necessary. (If a tie, those players redraw until one is the lowest.)
UC 4th Edition 104 of 500


Holding
BirthrightBoeruine Trading Guild
If the attached realm is attacked, this player may ask help from a player outside the combat. If that player accepts, he must play one or more allies or magical items on this player's side of the battle. He is then entitled to a free draw from his card pile. Win or lose, the card(s) played is discarded.
UC 4th Edition 105 of 500


Holding
BirthrightTaeghan Outfitters
During phase 3, this player may rearrange magical items and artifacts between champions in his pool.
UC 4th Edition 106 of 500


Holding
BirthrightStraits of Aerele Shipping
During a battle he is not involved in, this player can make an attacking player's champions and allies swimmers. In return, this player gets to draw a card from his draw pile if the attack results in a razed or discarded realm. The attacker receives no spoils.
UC 4th Edition 107 of 500


Holding
BirthrightGrovnekevic Forest
Any elf defending the attached realm gains 3 levels. Heroes, wizards, and clerics who are not elves cannot attack the attached realm.
UC 4th Edition 108 of 500


Holding
DragonLanceMadding Springs
Healing waters contained in the springs aid champions defending the attached realm. Once each battle, the player can retrieve one ally from his discard pile to play immediately.
UC 4th Edition 109 of 500


Holding
DragonLanceShark Reef
The attached realm must show water or coastline. Hungry sharks guard the waters; at this player's option, they can devour (discard) swimming allies played in any battle.
UC 4th Edition 110 of 500


Holding
DragonLanceBarter
If the attached realm is attacked, this player can barter with a player outside the combat. Players swap hands for the battle, and both draw spoils if victorious in the realm's defense.
UC 4th Edition 111 of 500


Holding
RavenloftDance of the Red Death
If the attached realm is razed through combat, the victorious champion is stricken with the plague. That player must draw a card for each champion in his pool, comparing the card's last digit against each champion's base level. Any whose level is higher than the digit are discarded.
UC 4th Edition 112 of 500


Holding +2
RavenloftRed Jack
This player's Ravenloft champions all gain a +2 werecreature as an ally, whether attacking or defending.
UC 4th Edition 113 of 500


Holding +6
RavenloftRed Tide
The Red Tide is a +6 undead (vampire) ally to all champions defending the attached realm. It can be discarded from the formation to kill a realm champion of base level 6 or less being used anywhere in combat.
UC 4th Edition 114 of 500


Holding
AD&DTreasure Vault
An artifact from any world can be attached to this holding, and any champion defending the attached realm can use the artifact.
UC 4th Edition 115 of 500


Holding
AD&DKestrel's Keep
This player's champions and allies each gain 1 level when defending any realm in this player's formation. This holding stays attached and in play even if the attached realm is razed.
UC 4th Edition 116 of 500


Holding
AD&DKeep of the Dead
If something forces the attached realm to be discarded, this holding is discarded instead, and the realm remains in play.
UC 4th Edition 117 of 500


Event
AD&DAirship
Destroys any two allies chosen by this card's player; choice does not have to be immediate. (Harmful)
UC 4th Edition 118 of 500


Event
AD&DCataclysm!
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
UC 4th Edition 119 of 500


Event
AD&DGood Fortune
The player of this event draws five cards immediately. (Helpful)
UC 4th Edition 120 of 500


Event
AD&DSurprise Raid
This player's champion and allies are doubled in levels for one round of battle. (Helpful)
UC 4th Edition 121 of 500


Event
AD&DLabor of Legend
One razed realm is rebuilt by a champion from the player's pool; the champion is discarded. (Helpful)
UC 4th Edition 122 of 500


Event
AD&DSiege!
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)
UC 4th Edition 123 of 500


Event
AD&DMutiny!
No battles can be fought until the player's next turn. A battle in progress stops immediately with no victor; allies are discarded. (Harmful)
UC 4th Edition 124 of 500


Event
AD&DTransformation!
All players must discard their hands immediately and draw five new cards. (Harmful)
UC 4th Edition 125 of 500