Toads 40 Common Squad(3)
life - 1
move - 5 range - 1
attack - 2 defense - 2
Selfless 11
When a figure adjacent to any Toad is attacked and at least one skull is rolled, you may roll the 20-sided die. If you roll an 11 or higher, the figure takes no damage and you must destroy a Toad adjacent to that figure.
medium 4, toad, protector, cheerful
Green Yoshi 50 Common Hero
life - 1
move - 7 range - 1
attack - 2 defense - 3
Carry
Before moving Green Yoshi, choose an unengaged friendly small or medium figure adjacent to Green Yoshi. After you move Green Yoshi, place the chosen figure adjacent to Green Yoshi.
Swallow Special Attack (range 2, attack 1)
If Green Yoshi targets a small figure with it's Swallow Special Attack, destroy it.
medium 5, yoshi, mount, cheerful
Red Yoshi 50 Common Hero
life - 1
move - 6 range - 1
attack - 2 defense - 3
Carry
Before moving Red Yoshi, choose an unengaged friendly small or medium figure adjacent to Red Yoshi. After you move Red Yoshi, place the chosen figure adjacent to Red Yoshi.
Fireball Special Attack (range 6, attack 3)
Red Yoshi may only use Fireball Special Attack if it did not use Carry this turn.
medium 5, yoshi, mount, tricky
Yellow Yoshi 50 Common Hero
life - 1
move - 5 range - 1
attack - 2 defense - 3
Carry
Before moving Yellow Yoshi, choose an unengaged friendly small or medium figure adjacent to Yellow Yoshi. After you move Yellow Yoshi, place the chosen figure adjacent to Yellow Yoshi.
Yoshi's Egg
When Yellow Yoshi is destroyed, roll the 20-sided die. If you roll a 16 or higher, do not destroy Yellow Yoshi. Instead, place it on any empty space in your starting zone. If you cannot place Yellow Yoshi, destroy it.
medium 5, yoshi, mount, shy
Blue Yoshi 50 Common Hero
life - 1
move - 6 range - 1
attack - 2 defense - 3
Carry
Before moving Blue Yoshi, choose an unengaged friendly small or medium figure adjacent to Blue Yoshi. After you move Blue Yoshi, place the chosen figure adjacent to Blue Yoshi.
Jump 8
Instead of it's normal move, Blue Yoshi may Jump. Jump has a move of 3. When counting spaces for Blue Yoshi's jumping movement, ignore elevations. Blue Yoshi may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. Blue Yoshi may not jump more than 8 levels up or down in a single jump. If Blue Yoshi is engaged when it starts to jump, it will take any leaving engagement attacks.
medium 5, yoshi, mount, loyal
Princess Peach 50 Unique Hero
life - 4
move - 5 range - 1
attack - 2 defense - 2
Lovely Kiss
Instead of attacking, choose a figure adjacent to Princess Peach. If the chosen figure is a hero, remove 1 wound marker from that figure's army card.
Parasol Glide
Princess Peach may only Parasol Glide if she does not move to a level higher than the level she was before moving at any time while gliding. When counting spaces for Peach's movement, ignore elevations. Peach may glide over water without stopping, pass over figures without becoming engaged, and glide over obstacles such as ruins. When Peach starts to glide, if she is engaged she will take any leaving engagement attacks.
medium 5, human, princess, cheerful
Luigi 100 Unique Hero
life - 4
move - 6 range - 1
attack - 3 defense - 4
Jump 12
Instead of his normal move, Luigi may Jump. Jump has a move of 3. When counting spaces for Luigi's jumping movement, ignore elevations. Luigi may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. Luigi may not jump more than 12 levels up or down in a single jump. If Luigi is engaged when it starts to jump, he will take any leaving engagement attacks.
Spin Stomp Special Attack (range 4, attack 3)
Choose a figure within 4 clear sight spaces of Luigi to attack. If the figure recieves at least 1 wound, choose another figure within 4 clear sight spaces of the first to attack. Luigi may continue attacking with his Spin Stomp Special Attack until he does not inflict a wound. Luigi may not attack the same figure twice or any figure if there is not an empty space adjacent to it. If Luigi does not inflict a wound or there are no figures in range, place Luigi on an empty space adjacent to the most recent figure attacked. If Luigi was engaged before using his Spin Stomp Special Attack, he does not recieve any leaving engagement attacks.
medium 5, human, sidekick, shy
Mario 120 Unique Hero
life - 5
move - 6 range - 1
attack - 3 defense - 4
Jump 10
Instead of his normal move, Mario may Jump. Jump has a move of 3. When counting spaces for Mario's jumping movement, ignore elevations. Mario may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. Mario may not jump more than 10 levels up or down in a single jump. If Mario is engaged when it starts to jump, he will take any leaving engagement attacks.
Power Stomp Special Attack (range 3, attack 4)
Choose a figure within 3 clear sight spaces of Mario to attack. If the figure recieves at least 1 wound, choose another figure within 3 clear sight spaces of the first to attack. Mario may continue attacking with his Power Stomp Special Attack until he does not inflict a wound. Mario may not attack the same figure twice or any figure if there is not an empty space adjacent to it. If Mario does not inflict a wound or there are no figures in range, place Mario on an empty space adjacent to the most recent figure attacked. If Mario was engaged before using his Power Stomp Special Attack, he does not recieve any leaving engagement attacks.
medium 4, human, plumber, cheerful
Donkey Kong 130 Unique Hero
life - 6
move - 6 range - 1
attack - 5 defense - 2
Barrel Toss Special Attack (range 6, attack 2)
If Donkey Kong attacks a figure on the same level with this Special Attack, add 1 to his attack. If Donkey Kong attacks a figure on a lower level with this Special Attack, add 2 to his attack.
Tough
When Donkey Kong rolls defense dice against a normal attack, Donkey Kong always adds one automatic sheild to whatever is rolled.
large 7, kong, beast, wild
--------- UTGAR 15
---------
Spoiler Alert!
Podobos 70 Common Squad(3)
life - 1
move - 5 range - 1
attack - 5 defense - 0
Afterburn 11
When a Podobo defends against a normal attack from an adjacent figure and at least one skull is rolled, you may roll the 20-sided die. If you roll a 11 or higher, the attacking figure recieves one wound.
Lava Lover
When a Podobo is on a lava space, add 3 to it's defense. Podobos never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.
Jump 12
Instead of their normal move, Podobos may Jump. Jump has a move of 3. When counting spaces for a Podobo's jumping movement, ignore elevations. A Podobo may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. A Podobo may not jump more than 12 levels up or down in a single jump. If a Podobo is engaged when it starts to jump, it will take any leaving engagement attacks.
small 3, living fire, guards, wild
Fire Snakes 90 Common Squad(3)
life - 1
move - 6 range - 1
attack - 5 defense - 1
Afterburn 9
When a Fire Snake defends against a normal attack from an adjacent figure and at least one skull is rolled, you may roll the 20-sided die. If you roll a 9 or higher, the attacking figure recieves one wound.
Lava Lover
When a Podobo is on a lava space, add 3 to it's defense. Fire Snakes never roll for molten lava damage or lava field damage and do not have to stop in molten lava spaces.
Stealth Jump 8
Instead of their normal move, Fire Snakes may Jump. Jump has a move of 3. When counting spaces for a Fire Snake's jumping movement, ignore elevations. A Fire Snake may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. A fire Snake may not jump more than 12 levels up or down in a single jump. If a Fire Snake is engaged when it starts to jump, it will not take any leaving engagement attacks.
medium 6, living fire, creatures, tricky
Boos 100 Common Squad(4)
life - 1
move - 5 range - 1
attack - 3 defense - 2
Ghostly
When a Boo rolls defense dice against a normal attack, two shields will block all damage.
Stealth Flying
When counting spaces for Boos' movement, ignore elevations. Boos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Boo starts to fly, if it is engaged it will not take any leaving engagement attacks.
medium 4, boo, minion, shy
King Boo 140 Unique Herolife - 4
move - 6 range - 1
attack - 4 defense - 3
Boo Swarm
When King Boo recieves one or more wounds from an opposing figure's Normal or Special Attack, you may choose one friendly Boo Squad figure for every wound King Boo just recieved. Place the chosen figure(s) on any empty space(s) adjacent to King Boo. If any chosen figure(s) are engaged, they will not take any leaving engagement attacks.
Ghostly
When a Boo rolls defense dice against a normal attack, two shields will block all damage.
Stealth Flying
When counting spaces for King Boo's movement, ignore elevations. King Boo may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When King Boo starts to fly, if he is engaged he will not take any leaving engagement attacks.
large 8, boo, king, terrifying
Koopa Troopas 50 Common Squad(3)
life - 1
move - 4 range - 1
attack - 2 defense - 3
Shell Shield
When defending with Koopa Troopas against a normal attack, each shield rolled counts as 1 additional block.
medium 4, koopa, minion, careless
Koopa Para-Troopas 70 Common Squad(3)
life - 1
move - 5 range - 1
attack - 2 defense - 3
Shell Shield
When defending with Koopa Troopas against a normal attack, each shield rolled counts as 1 additional block.
Flying
When counting spaces for Koopa Para-Troopas' movement, ignore elevations. Koopa Para-Troopas may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Koopa Para-Troopa starts to fly, if it is engaged it will take any leaving engagement attacks.
medium 4, koopa, minion, careless
Dry Bones 70 Common Squad(3)
life - 1
move - 4 range - 1
attack - 2 defense - 3
Undying Loyalty
At the start of every round before placeing order markers, you may one at a time, roll the 20-sided die for each previously destroyed Dry Bone. If you roll a 16 or higher, place that Dry Bone on a same-level space adjacent to any figure you control.
medium 4, undead, minion, terrifying
Hammer Bros. 100 Unique Squad(3)
life - 1
move - 5 range - 5
attack - 4 defense - 3
Hammer Rain Special Attack (range 3 attack 2)
A Hammer Bro. may attack up to 3 times with it's Hammer Rain Special Attack.
medium 5, koopas, minions, relentless
Boomarang Bros. 110 Unique Squad(3)
life - 1
move - 5 range - 7
attack - 3 defense - 3
Boomerang Return Special Attack (range 6, attack 3)
A Boomerang Bro. may attack up to 2 times with it's Boomerang Return Special Attack
medium 5, koopas, minions, precise
Fire Bros. 120 Unique Squad(3)
life - 1
move - 5 range - 6
attack - 4 defense - 3
Speed Fire Special Attack (range 7, attack 2)
A Fire Bro. may attack up to 3 times with it's Speed Fire Special Attack.
medium 5, koopas, minions, tricky
Sledge Bros. 130 Unique Squad(2)
life - 1
move - 4 range - 5
attack - 4 defense - 4
Sledge Rain Special Attack (range 3, attack 3)
A Sledge Bro. may attack up to 3 times with it's Sledge Rain Special Attack.
Rumble
A figure with a range of 1 may not target a Sledge Bro. if it was not adjacent to that Sledge Bro. at the beginning of it's turn.
medium 5, koopas, minions, disciplined
Boom-Boom 90 Unique Hero
life - 3
move - 5 range - 1
attack - 3 defense - 2
Shell Fortress
When defending with Boom-Boom against a normal attack, each shield rolled counts as 2 additional blocks.
large 6, koopa, guard, loyal
Bowser Jr. 90 Unique Hero
life - 3
move - 5 range - 1
attack - 3 defense - 3
Koopa Control
Before taking a turn with Bowser Jr., you may first take a turn with any Koopa Minion within 6 clear sight spaces of Bowser Jr.
Shell Shield
When defending with Bowser Jr. against a normal attack, each shield rolled counts as 1 additional block.
medium 4, koopa, minion, wild
Kamek 130 Unique Hero
life - 3
move - 5 range - 6
attack - 3 defense - 3
Magic Blast
When Kamek attacks a non-adjacent figure, that figure rolls 1 less defense die.
Magic Warp
Instead of moving Kamek normally, you may choose any empty space that is no more than 5 levels up or down within 6 spaces of Kamek. Place Kamek on the chosen space. When Kamek starts to Warp, if he is engaged he will not take any leaving engagement attacks.
Flying
When counting spaces for Kamek's movement, ignore elevations. Kamek may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Kamek starts to fly, if he is engaged he will take any leaving engagement attacks.
medium 5, koopa, magician, tricky
Bowser 160 Unique Hero 2-hex
life - 5
move - 4 range - 1
attack - 5 defense - 3
Scorching Flame Spacial Attack (range 3, attack 4)
Figures roll 1 less defense die against Bowser's Scorching Flame Special Attack.
Minion Enhancement
All Minions adjacent to Bowser add 1 to their attack.
Shell Fortress
When defending with Bowser against a normal attack, each shield rolled counts as two additional blocks.
large 7, koopa, king, terrifying
-------- ULLAR 9
--------
Spoiler Alert!
Micro-Goombas 10 Common Squad(3)
life - 1
move - 5 range - 1
attack - 1 defense - 1
Lightweight
Micro-Goombas do not recieve falling damage. When moving up levels of terrain, Micro-Goombas may tripple their height.
small 1, goombas, creatures, wild
Goombas 20 Common Squad(4)
life - 1
move - 4 range - 1
attack - 2 defense - 2
March
Before moving a Goomba, add 1 to it's move for each adjacent Goomba.
small 3, goombas, creatures, careless
Giant Goombas 70 Common Squad(2)
life - 1
move - 4 range - 1
attack - 3 defense - 3
Goomba Control
Before taking a turn with Giant Goombas, you may first take a turn with any 2 Careless Goombas within 6 clear sight spaces of any Giant Goomba
medium 6, goombas, creatures, rebellious
Jelectros 30 Common Squad(3)
life - 1
move - 4 range - 1
attack - 3 defense - 2
Water Lover
When a Jelectro is on a water space, add 3 to it's defense. Jelectros do not have to stop their movement when entering water spaces.
Shocker
When a Jelectro attacks and at least two skulls are rolled, the defender may roll no defense die.
small 3, jelectros, creatures, strange
Bloopers 40 Common Squad(3)
life - 1
move - 5 range - 1
attack - 3 defense - 2
Water Lover
When a Blooper is on a water space, add 3 to it's defense. Bloopers do not have to stop their movement when entering water spaces.
Evasive 3
When a Blooper rolls defense dice against an attacking figure who is not adjacent, add 3 defense dice to the defending Blooper.
small 3, bloopers, creatures, relentless
Cheep-Cheeps 30 Common Squad(3)
life - 1
move - 4 range - 1
attack - 2 defense - 2
Water Lover
When a Cheep-Cheep is on a water space, add 3 to it's defense. Cheep-Cheeps do not have to stop their movement when entering water spaces.
Water Jump 12
Instead of their normal move, if a Cheep-Cheep is on a water space, it may Water Jump. Water Jump has a move of 5. When counting spaces for a Cheep-Cheep's jumping movement, ignore elevations. A Cheep-Cheep may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. A Cheep-Cheep may not jump more than 12 levels up or down in a single jump. If a Cheep-Cheep is engaged when it starts to jump, it will take any leaving engagement attacks.
small 3, cheep-cheeps, creatures, careless
Boss Bass 80 Uncommon Hero
life - 3
move - 5 range - 1
attack - 4 defense - 3
Water Lover
Boss Bass does not have to stop his movement when entering water spaces. When Boss Bass is on a water space, add 3 to his defense.
Water Jump 8
Instead of their normal move, if Boss Bass is on a water space, he may Water Jump. Water Jump has a move of 5. When counting spaces for Boss Bass' jumping movement, ignore elevations. Boss Bass may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. Boss Bass may not jump more than 12 levels up or down in a single jump. If Boss Bass is engaged when he starts to jump, he will take any leaving engagement attacks.
large 7, cheep-cheep, boss, relentless
Birdo 80 Uncommon Hero
life - 3
move - 5 range - 7
attack - 2 defense - 3
Egg Barrage
When Birdo attacks a non-adjacent figure, she may attack 2 additional times.
medium 5, birdo, guard, strange
Wigglers 100 Common Squad(3) 2-hex
life - 1
move - 4 range - 1
attack - 1 defense - 5
Relentless Stampede
When a Wiggler defends against a normal attack, this card's personality becomes relentless, attack becomes 4, and move becomes 6 for the duration of the game.
large 5, wigglers, creatures, careless
-------- EINAR 8
--------
Spoiler Alert!
Beezos 50 Common Squad(3)
life - 1
move - 5 range - 1
attack - 0 defense - 0
Group Dependance
Add 1 to a Beezo's attack and defense for each adjacent Shy Guy Scout. A Beezo's attack or defense may not be increased past 4 by this ability.
Passing Swipe
Beezos may move again after attacking.
Stealth Flying
When counting spaces for Beezos' movement, ignore elevations. Beezos may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Beezo starts to fly, if it is engaged it will not take any leaving engagement attacks.
small 3, shy guys, scouts, wild
Shy Guys 40 Common Squad(4)
life - 1
move - 5 range - 1
attack - 0 defense - 1
Group Dependance
Add 1 to a Shy Guy's attack and defense for each adjacent Shy Guy Scout. A Shy Guy's attack or defense may not be increased past 4 by this ability.
medium 4, shy guys, scouts, shy
Snifits 60 Common Squad(3)
life - 1
move - 4 range - 6
attack - 1 defense - 1
Group Dependance
Add 1 to a Snifit's attack and defense for each adjacent Shy Guy Scout. A Snifit's attack or defense may not be increased past 4 by this ability.
medium 4, shy guys, scouts, shy
Buzzy Beetles 40 Common Squad(4)
life - 1
move - 4 range - 1
attack - 2 defense - 3
March
Before moving a Buzzy Beetle, add 1 to it's move for each adjacent Buzzy Beetle.
Tough
When rolling defense dice against a normal attack, Buzzy Beetles always adds one automatic sheild to whatever is rolled.
small 3, beetles, creatures, precise
Spinies 70 Common Squad(3)
life - 1
move - 4 range - 1
attack - 2 defense - 3
March
Before moving a Spiney, add 1 to it's move for each adjacent Spiney.
Tough
When rolling defense dice against a normal attack, Spinies always adds one automatic sheild to whatever is rolled.
Spike Body
When rolling defense dice against a normal attack from an adjacent attacking figure, any skulls rolled count as unblockable hits on the attacking figure.
small 3, beetles, creatures, precise
Buster Beetles 70 Common Squad(3)
life - 1
move - 4 range - 1
attack - 2 defense - 3
Brick Toss
If a Buster Beetle is on a brick space, add 1 to it's attack and 4 to it's range.
Tough
When rolling defense dice against a normal attack, Spinies always adds one automatic sheild to whatever is rolled.
medium 4, beetles, creatures, precise
Para-Beetles 100 Common Squad(3)
life - 1
move - 7 range - 1
attack - 2 defense - 3
Carry
Before moving a Para-Beetle, choose an unengaged friendly small or medium figure adjacent to that Para-Beetle. After you move that Para-Beetle, place the chosen figure adjacent to that Para-Beetle.
Tough
When rolling defense dice against a normal attack, Para-Beetles always adds one automatic sheild to whatever is rolled.
Flying
When counting spaces for Para-Beetles' movement, ignore elevations. Para-Beetles may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Para-Beetle starts to fly, if it is engaged it will take any leaving engagement attacks.
small 3, beetles, mounts, precise
Lakitu 110 Uncommon Hero
life - 4
move - 6 range - 1
attack - 3 defense - 3
Spiney Drop
After taking a turn with Lakitu, you may roll the 20-sided die. If you roll an 11 or higher, place a previously destroyed Spiney on an empty space adjacent to Lakitu.
Stealth Flying
When counting spaces for Lakitu's movement, ignore elevations. Lakitu may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Lakitu starts to fly, if it is engaged it will not take any leaving engagement attacks.
medium 6, oddity, mounts, strange
-------- VYDAR 7
--------
Spoiler Alert!
Rocky Wrenchs 70 Common Squad(3)
life - 1
move - 5 range - 6
attack - 3 defense - 2
Under Cover
If a Rocky Wrench is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to take cover. If you roll 1 - 10, roll defense dice normally. If you roll an 11 or higher, that Rocky Wrench takes no damage.
Dig
Rocky Wrenchs may pass under figures without becoming engaged, and dig under obstacles such as ruins. When a Rocky Wrench starts to dig, if it is engaged it will take any leaving engagement attacks.
medium 4, mole, guard, disciplined
Whomps 80 Common Squad(3)
life - 1
move - 0 range - 1
attack - 3 defense - 6
Crush 13
Instead of attacking, choose a small or medium figure adjacent to any Whomp. If the cosen figure is a Squad figure, destroy it. If the chosen figure is a Hero, roll the 20-sided die. If you roll a 13 or higher, destroy it.
Standing Guard
A Whomp may never be moved from it's starting location by any spacial power on any Army Card or Glyph.
medium 4, living objects, guards, disciplined
Thwomps 80 Common Squad(3)
life - 1
move - 4 range - 1
attack - 3 defense - 7
Weak Spot
If a Thwomp is attacked by an adjacent figure who was not adjacent at the beginning of it's turn, that Thwomp rolls 5 less defense dice.
Crush 17
Instead of attacking, choose a small or medium figure adjacent to any Thwomp. If the cosen figure is a Squad figure, destroy it. If the chosen figure is a Hero, roll the 20-sided die. If you roll a 19 or 20, destroy it.
medium 6, living objects, savages, disciplined
Bob-ombs 60 Common Squad(4)
life - 1
move - 5 range - 1
attack - 2 defense - 2
Bob-omb Blast Special Attack (range special, attack 3)
All figures adjacent to a Bob-omb using this Special Attack are affected by it. Roll attack and defense dice seperately for all affected figures. After using this Special Attack, the Bob-omb is always destroyed.
Highly Explosive
When a Bob-omb recieves one or more wounds, do not destroy it. Instead, immediately use it's Bob-omb Blast Special Attack.
small 3, living objects, soldiers, careless
Bullet Bills 110 Common Squad(3)
life - 1
move - 7 range - 1
attack - 4 defense - 4
Bullet Movement
All Bullet Bills must move 7 spaces each on their turn. A Bullet Bill may continue moving after attacking without being attacked for leaving an engagement. When counting spaces for Bullet Bills' movement, ignore elevations. Bullet Bills may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Bullet Bill starts to fly, if it is engaged it will not take any leaving engagement attacks.
Ready... Launch
You may not place any order markers on this army card and Bullet Bills may not be attacked by non-adjacent figures until the second round.
medium 4, living objects, hunters, precise
Chain Chomps 120 Common Squad(3)
life - 1
move - 5 range - 1
attack - 5 defense - 5
Tackle Special Attack (range 2, attack 5)
A Chain Chomp that moved but did not attack normally may use Tackle Special Attack. To tackle, choose a non-adjacent small or medium figure whose base is not higher or lower than 4 levels from the base of the attacking Chain Chomp. If the figure is destroyed, immediately place the attacking Chain Chomp on the space the figure occupied.
Disengage
Chain Chomps are never attacked when leaving an engagement.
medium 5, living objects, hunters, relentless
Fire Chomps 130 Common Squad(2)
life - 1
move - 5 range - 7
attack - 5 defense - 2
Body Ammo
Fire Chops start the game with 4 Ammo Markers on their card. Each Ammo Marker adds 1 to this cards defense. When a Fire Chomp attacks a non-adjacent figure, remove 1 Ammo Marker.
Stealth Flying
When counting spaces for Fire Chomps' movement, ignore elevations. Fire Chomps may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When a Fire Chomp starts to fly, if it is engaged it will not take any leaving engagement attacks.
medium 5, living objects, hunters, relentless
---------- AQUILLA 8
----------
Spoiler Alert!
Ostros 50 Common Squad(3)
life - 1
move - 7 range - 1
attack - 2 defense - 2
Carry
Before moving an Ostro, choose an unengaged friendly small or medium figure adjacent to that Ostro. After you move that Ostro, place the chosen figure adjacent to that Ostro.
medium 6, ostros, mount, strange
Ninji 70 Common Squad(3)
life - 1
move - 5 range - 1
attack - 2 defense - 2
Disappearing Ninji
If a Ninji is attacked with a normal attack and at least 1 skull is rolled, roll the 20-sided die to disappear. If you roll 1 - 12, roll defense dice normally. If you roll a 13 or higher, that Ninji takes no damage and instead may Stealth Jump. Ninjis can disappear only if they end their disappearing jump not adjacent to any enemy figures.
Stealth Jump 6
Instead of their normal move, Ninjis may Jump. Jump has a move of 3. When counting spaces for a Ninji's jumping movement, ignore elevations. A Ninji may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. A Ninji may not jump more than 6 levels up or down in a single jump. If a Ninji is engaged when it starts to jump, it will not take any leaving engagement attacks.
small 3, oddity, ninja, tricky
Pokeys 100 Common Squad(3)
life - 1
move - 4 range - 1
attack - 3 defense - 4
Spike Body
When rolling defense dice against a normal attack from an adjacent attacking figure, any skulls rolled count as unblockable hits on the attacking figure.
Topple
When a Pokey is destroyed, roll the 20-sided die once for each adjacent figure. If you roll a 13 or higher, the figure recieves one wound.
large 7, pokeys, savages, wild
Nipper Plants 20 Common Squad(4)
life - 1
move - 0 range - 1
attack - 3 defense - 2
Roots
A Nipper Plant may never be moved from it's starting location by any spacial power on any Army Card or Glyph.
small 2, piranha plants, savages, careless
Piranha Plants 50 Common Squad(3)
life - 1
move - 0 range - 1
attack - 5 defense - 3
Roots
A Piranha Plant may never be moved from it's starting location by any spacial power on any Army Card or Glyph.
medium 5, piranha plants, savages, relentless
Ptooie Plants 70 Common Squad(3)
life - 1
move - 5 range - 4
attack - 4 defense - 2
Jump 6
Instead of their normal move, Ptooie Plants may Jump. Jump has a move of 3. When counting spaces for a Ptooie Plant's jumping movement, ignore elevations. A Ptooie Plant may jump over water without stopping, pass over figures without becoming engaged, and jump over obstacles such as ruins. A Ptooie Plant may not jump more than 6 levels up or down in a single jump. If a Ptooie Plant is engaged when it starts to jump, it will take any leaving engagement attacks.
medium 5, piranha plants, savages, relentless
Venus Fire Traps 70 Common Squad(3)
life - 1
move - 0 range - 1
attack - 5 defense - 3
Spitfire Special Attack (range 7, attack 2)
A Venus Fire Trap may attack up to three times with Spitfire Special Attack.
Roots
A Venus Fire Trap may never be moved from it's starting location by any spacial power on any Army Card or Glyph.
medium 5, piranha plants, savages, relentless
Petey Piranha 150 Unique Hero 2-hex
life - 6
move - 5 range - 1
attack - 5 defense - 3
Sludge Bomb Special Attack (range 4, attack 4)
When a figure takes damage from Petey Piranha's Sludge Bomb Spacial Attack, remove one unrevealed order marker at random from that figure's army card.
large 7, piranha plant, savage, menacing
You can download all enemy lists HERE, though this may not be completely up to date with any recent changes. (These probably wont look right in MS Word, as they were created in Wordpad.)
I'm still open to suggestions at this point, so suggest to your heart's delight!
I'll be creating a good handful of glyphs sometime as well, but for now I've only this object:
Pipe Height 3
When a small or medium figure you control moves onto a pipe, you may immediately place it on any unoccupied pipe. If a figure is engaged when it uses a pipe, it will take any leaving engagement attacks.
Last edited by Carefree Games; January 24th, 2010 at 04:15 PM.
These are great! Capture the feel of mario pretty well!
Mario and Luigi might be a bit over priced but not by too much. Just think they should be closer to the 90-110 range since their stats arent really powerful.
Could have some of other glyphs too. Like mushroom (protects against 1 hit then either place it back on board or discard it), feather (flying ability), star (invincible for 1 round). Plus other classic mario items!
These are great! Capture the feel of mario pretty well!
Mario and Luigi might be a bit over priced but not by too much. Just think they should be closer to the 90-110 range since their stats arent really powerful.
Could have some of other glyphs too. Like mushroom (protects against 1 hit then either place it back on board or discard it), feather (flying ability), star (invincible for 1 round). Plus other classic mario items!
Yeah, I'm still working on it. Thanks for the reply.
I need to look through them some more, but the Chain Chomps are really, really good for 100 points. Consider that the Kozuke Samurai are 100 points, Unique, have the same attack but 2 less defense and don't have Frenzy. I know there's a 25% chance that one dies every turn, but still... I think they should at the very least be 120.
Also, I'd love to see the Feather as a Glyph - that thing rules.
No, i was outside of the SMB3 realm and into Super Mario World for the SNES. I didn't realize everything here was for SMB3... in that case, I'm all about a Tanooki Suit glyph