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Old January 4th, 2007, 04:16 PM
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HeroScape Glyphs -- Definitive List

HeroScape GlyphsThe Definitive List

Master Set: Rise of the Valkyrie Glyphs (wording from 2nd ed. Rules)

Permanent Glyphs
• Glyph of Astrid (Attack +1)
For each figure you control, roll one extra attack die.
Printable Glyph of Astrid Card

• Glyphs of Brandar (Artifact)
The rules for these two Glyphs vary, depending on the Game Scenario
Printable Glyph of Brandar Card

• Glyph of Dagmar (Initiative +eight)
When you roll for initiative, add 8 to your die roll.
Printable Glyph of Dagmar Card

• Glyph of Gerda (Defense +1)
For each figure you control, roll one extra defense die.
Printable Glyph of Gerda Card

• Glyph of Ivor (Range +4)
For each figure you control with a Range number of 4 or more, add 4 to the Range number.
Printable Glyph of Ivor Card

• Glyph of Valda (Move +2)
For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph).
Printable Glyph of Valda Card


Temporary Glyphs
• Glyph of Erland (Summoning)
When one of your figures stops here, you may "summon" any other figure (your or your opponent's) by moving it to a space adjacent to the figure on the Glyph. The summoning figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you can't use the Summon power.
Printable Glyph of Erland Card

• Glyph of Kelda (Healer)
Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all Wound Markers from its Army Card. This glyph cannot be placed symbol-side up in any scenario you may create.
Printable Glyph of Kelda Card

• Glyph of Mitonsoul (Massive Curse)
For each figure on the battlefield (your and your opponents'), roll the 20-sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe.
Printable Glyph of Mitonsoul Card

• Glyph Army Card Back (For printing, if desired)
Note: This image is larger than the front of the Glyph Army Cards and as such overlaps the image and makes up for simple registration offset in double sided printing, simply use the front as the cutting guide to cut out the Glyph Army Cards.
Printable back of the Glyph Card


Collection 1: Malliddon's Prophecy (wording from Army Cards)

Permanent Glyphs
• Glyph of Jalgard (Defense +2)
For each of your figures roll two extra defense dice.

• Glyph of Lodin (Lucky Twenty-Sider)
Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll.

• Glyph of Rannveig (Wind)
All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.

Temporary Glyphs
• Glyph of Sturla (Revive)
One at a time, roll the 20-sided die for each figure destroyed in this battle (yours, your teammates’ and you opponents’). If you roll 19 or 20, place the figure in any starting zone of your choice. If you roll 1 through 18, the figure remains destroyed.


Master Set: Swarm of the Marro Glyphs (wording from 3rd ed. Rules)

Permanent Glyphs
• Glyph of Brandar (Artifact)
The rule for this Glyph vary, depending on the game scenario.

• Glyph of Crevcor (Common Attack +1)
All common figures in your Army may add one extra attack die when attacking normally.

• Glyph of Proftaka (Pit Trap)
You figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Proftaka only if a friendly figure occupies an adjacent space.

• Glyph of Thorian (Thorian)
All opponents' figures must be adjacent to your figures to attack your figures with a normal attack.

• Glyph of Ulaniva (Unique Attack +1)
All unique figures in your Army may add one extra attack die when attacking normally.

• Glyph of Wannok (Wound)
At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.

Temporary Glyphs
• Glyph of Nilrend (Negation)
When one of your figures stops here, you may choose any opponent's unique figure. Roll the 20-sided die. If you roll a 1 - 4, nothing happens. If you roll a 5 - 20, place the Gold Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the rest of the game.

• Glyph of Oreld (Intercept Order)
When one of your figures stops here, roll the 20-sided die. If you roll a 1 - 9, nothing happens. If your roll a 10 - 20, you may remove one random Order Marker from an opponent's Army Card.


Master Set: Battle for the Underdark Glyphs

Permanent Treasure Glyphs:

Heroic Rune:
This figure adds 1 additional attack die when making a normal attack.

Talisman of Defense:
This figure adds 1 additional defense die when defending.

Brandar’s Chest:
The rules for this Treasure Glyph vary, depending on the Game Scenario

Temporary Treasure Glyphs:

Potion of Healing:
This figure may drink this potion after revealing an order marker on its Army Card. Remove up to 3 wound markers from that figure’s Army Card.


Ancient Artifact Treasure Glyphs:
Ancient Artifacts are powerful and rare Treasure Glyphs. Ancient Artifact Treasure Glyphs follow all rules for Treasure Glyphs with the following exception:
an Army may control more than one Ancient Artifact Treasure Glyph, but an Army can never control more than one copy of each Ancient Artifact Treasure Glyph. If at any point an Army would control more than one copy, all extra copies must be dropped or destroyed.

Glyph of Bolt of the Witherwood:
After moving and before attacking with this figure, you may choose any opponent's figure within 5 clear sight spaces. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll 16 or higher, the chosen figure is destroyed. You may use this power only once per game.


Glyphs - Champions of the Forgotten Realms - Wave D1

Permanent Treasure Glyph
Holy Symbol of Pelor (Attack +2 vs. Undead)
This figure adds 2 additional attack dice when attacking an undead figure with a normal attack (Heroes of Faerun pack)

Temporary Treasure Glyphs
Elixir of Speed (Move +4)
This figure may drink this elixir before moving. This figure adds 4 to its Move value this turn (Fury of the Primodials pack)

Ring of Protection (Defense +3)
This figure may use this ring after an opponent has rolled attack dice for a normal or special attack against it, and before rolling defense dice. When rolling defense dice against that attack, this figure adds 3 additional dice. (Warriors of the Ghostlight Fen pack)

Whetstone of Venom (Poison)
This figure may use this whetstone before rolling attack dice for a normal attack against an adjacent figure. If that attack inflicts at least 1 wound, you may add 2 additional wound markers to the defending figure's army card. (Glaun Bog Raiders pack)[/QUOTE]

Wave D2: Warriors of Eberron - Glyphs

Temporary Treasure Glyphs

Bracers of Teleportation
This figure may use these bracers before moving. Instead of moving normally, you may place this figure on any same-level space(s) within 10 spaces of its current location. If this figure is engaged when it starts to teleport, it will not take any leaving engagement attacks. (Golem and Wyrmlings)

Cloak of Invisibility
This figure may use this cloak at any point during its turn. This figure has no visible Hit Zones until the end of the current round or until it attacks with a normal or special attack, whichever comes first. This figure will never take any leaving engagement attacks while invisible. (Veterans of the Last War)

Belt of Giant Strength
This figure may use this belt before rolling attack dice for a normal attack against an adjacent figure. This figure adds 2 additional dice when attacking with a normal attack this turn. (Ogre and Goblins)

Permanent Treasure Glyph

Brooch of Shielding
This figure is never attacked when leaving an engagement (Heroes of Khorvaire)

Wave D3: Moltenclaw's Invasion - Glyphs

Temporary Treasure Glyphs:

Scarab of Invulnerability
This figure may use this scarab whenever it receives one or more wounds. Roll the 20-sided die. If you roll a 1-15, ignore one of the wounds just received. If you roll a 16 or higher, ignore all wounds just received. (Valkrill’s Legion)

Permanent Treasure Glyph:

Giant Hunter Stone
This figure rolls an additional die when attacking or defending against large or huge figures.

Oceanstrider Amulet
This figure does not have to stop its movement when entering water spaces.

Ancient Artifact Treasure Glyphs:

Revenant’s Tome
This figure may use this tome after revealing an order marker on its Army Card. Before taking that turn with this figure, Place one previously destroyed Unique figure from your Army onto any empty space(s) within 5 clear sight spaces of this figure. Immediately make a normal attack with the placed figure, then immediately destroy the placed figure. While the placed figure is on the board consider all of its special powers to be negated. The placed figure is considered to have a life of 1, and is not affected by any special powers on any Army Card or Glyph while on the board. (Heroes of Fallcrest)

Special thanks to Targanth for the DnD glyphs and Wave 11, to Chessninja for D2, and Obsidian for D3.

As usual, additions or corrections are most welcome.


Link to thread Glyph Meanings: a thread dedicated to the etymology of Glyph names and where they came from.

And these visual representations are the work of Ryougabot. (Many thanks to him!)




These are another resourse that go in your 3-Ring Heroscape binder. They are sized to each be printed in color on an 8.5 x 11 with a little room for holes. You could also just put them in plastic sheet pages. There are plenty of lists, but nothing that was aimed at all the visual learners and thinkers out there.

Last edited by Revdyer; March 3rd, 2011 at 06:13 PM.
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  #2  
Old January 4th, 2007, 04:26 PM
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ASmiles ASmiles is offline
 
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You only have the permanent glyphs form the master set.

You are misssing the temporary ones.

Kelda (Healing)
Erland (Summoning)
Mitonsoul (Massive Curse)

Do not meddle in the affairs of dragons; for you are crunchy and taste good with ketchup.
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Old January 4th, 2007, 04:50 PM
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Revdyer Revdyer is offline
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Right. Thanks. Editing.
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Old January 4th, 2007, 04:59 PM
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Eclipse Eclipse is offline
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Also, for the 4 Expansion Glyphs, you might want to mention which sets you get them from. Lodin comes from the Heroes of Bleakwood and Sturla comes from the Gruts. I forget which comes with the Roman/Sniper & Viper packs though.
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Old January 4th, 2007, 05:01 PM
K/H_Addict K/H_Addict is offline
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K/H_Addict costs too much!
your tags are also screwed up.


i'll look for more errors. i wanted to be the first to point that one out..
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Old January 4th, 2007, 05:05 PM
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Revdyer Revdyer is offline
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Way to go guys...if someone will supply me with the data about the sets that the "new" glyphs come from, I'll add that info.
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Old January 4th, 2007, 05:06 PM
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Quote:
Originally Posted by Revdyer
Way to go guys...if someone will supply me with the data about the sets that the "new" glyphs come from, I'll add that info.
Don't let 'rm get to you, Rev
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Old January 4th, 2007, 05:09 PM
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I suppose I should have taken the time to do this before, but here we go:

I lost my expansion pack (Malliddon's Prophecy) glyph cards. What does each glyph do?

Jalgard (Defense +2): Included in the "IX Roman Legions" set. For each of your figures, roll two extra defense dice.

Lodin (Lucky 20-Sider): Included in the "Heroes of Bleakwoode" set. Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll.

Rannveig (Wind): Included in the "Snipers and Vipers" set. All Figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.

Sturla (revive): Included in the "Grut Orcs" set. One at a time, roll the 20-sided die for each figure destroyed in this battle (yours, your teammates' and your opponents') If you roll a 19 or a 20, place a figure in any starting zone of your choice. If you roll 1 through 18, the figure remains destroyed.

Thanks FAQ
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Old January 5th, 2007, 12:22 AM
Sev_ Sev_ is offline
 
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Glyph of Dagmar is to cool to reflect the number
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Old January 5th, 2007, 12:26 AM
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Thank you, very useful...

The MIGHTY Cheatriots have FALLEN! Thank you Eli!
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Old January 17th, 2007, 10:26 AM
DurinsBane DurinsBane is offline
 
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Re: HeroScape Glyphs -- The Definitive List

Quote:
Originally Posted by Revdyer
Glyph of Rannveig (Wind) Permanent Glyph
All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.
My son just got the "Snipers and Vipers" for Christmas and we need some clarification on how the Glyph of Rannveig works. The way I read it, it seems pretty useless. If a figure cannot fly while standing on the glyph, why would you ever bother getting on it. Am I understanding this correctly? If not, I would appreciate a better explanation . . . and maybe some scenarios in which it might be used.

Thanks

"What it was could not be seen: it was like a great shadow, in the middle of which was a dark form, of man-shape, maybe, yet greater; and a power and terror seemed to be in it and to go before it."
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Old January 17th, 2007, 11:04 AM
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No units can fly when a figure is standing on the glyph. So not yours or your opponents.

It is beneficial when your opponent has many flying units and you have few or none or the loss of their flying hurts them more than it hurts you.

A must read for all 'Scapers!
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