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The Conquest Deck (v3.0)

This version of the Conquest deck is trimmed down to 52 cards so that it may be represented by a regular deck of playing cards. Diamonds are gold-related effects. Spades are short-term alliances and upgrades. Hearts are primarily concerned with the action phase of the turn. Clubs are miscellaneous effects.

qty conversion card name card text
6 A-6 of Diamonds Tribute Gain 2 gold.
4 7-10 of Diamonds Sold Into Slavery You may eliminate one captive held by a captor you control and gain gold equal to the captive warrior's point value. The eliminated warrior is removed from the game completely.
2 J,Q of Diamonds Day Trading You may choose to gain 4 gold in exchange for having no actions this turn.
1 K of Diamonds Death of an Aunt Roll one die and gain that amount in gold.
1 A of Spades Short-term Alliance with Elemental League This turn you may purchase warriors from the Elemental League faction and place them in any settlement that you occupy.
1 2 of Spades Short-term Alliance with Necropolis Sect This turn you may purchase warriors from the Necropolis Sect faction and place them in any settlement that you occupy.
1 3 of Spades Short-term Alliance with Black Powder Rebels This turn you may purchase warriors from the Black Powder Rebels faction and place them in any settlement that you occupy.
1 4 of Spades Short-term Alliance with Orcish Raiders This turn you may purchase warriors from the Orcish Raiders faction and place them in any settlement that you occupy.
1 5 of Spades Short-term Alliance with Knights Immortal This turn you may purchase warriors from the Knights Immortal faction and place them in any settlement that you occupy.
1 6 of Spades Short-term Alliance with Atlantis Guild This turn you may purchase warriors from the Atlantis Guild faction and place them in any settlement that you occupy.
1 7 of Spades Short-term Alliance with Mage Spawn This turn you may purchase warriors that are Mage Spawn and place them in any settlement that you occupy.
4 8-J of Spades Upgrade to Fort You may spend 5 gold to upgrade any one town that you occupy to a fort.
2 Q,K of Spades Upgrade to Castle You may spend 5 gold to upgrade any one fort that you occupy to a castle.
1 A of Hearts Skateboard This turn you may choose any one warrior without the Bound or Charge special ability, or any one movement formation. That warrior or movement formation is considered to have a speed value of 12 until the end of the turn.
1 2 of Hearts Funky Wings Choose one warrior that you control. That warrior has the Flight special ability this turn.
1 3 of Hearts Alert You may give one warrior that you control a free spin that does not count as an action.
1 4 of Hearts Dense Fog No line of fire may exceed 4" this turn.
1 5 of Hearts Ghost Town Once this turn you may place a "ghost" token in any settlement that currently has no figure in it, but that you occupied at the start of the turn. As long as the ghost token remains, that settlement is considered to be occupied by you. Remove the ghost token when any warrior without the Flight special ability or any figure passes through the settlement, when any figure ends movement on the settlement, or when any figure is placed on the settlement.
2 6,7 of Hearts Captain's Orders Gain an extra action this turn.
2 8,9 of Hearts Synchronized Bikini Babe Distraction Choose any one warrior. That warrior's defense value is decreased by one this turn
1 10 of Hearts Nightfall This turn all warriors on the battlefield have their defense values increased by one, and the Stealth special ability.
1 J of Hearts O Captain my Captain This turn your captain has his speed value increased by 4, his attack value increased by 3, his damage value increased by 2, and is not considered Demoralized regardless of his combat dial.
1 Q of Hearts Lasso An attack bonus of +2 is added to all capture attempts made this turn.
1 K of Hearts Ha Ha Your Shoelaces are Tied! The player to the right of you chooses one warrior you control that isn't your captain. That warrior is considered to have a speed value of two this turn.
3 A-3 of Clubs Shortage of Troops for Hire You must skip your buy troops phase this turn.
1 4 of Clubs Mind If I Put My Beer Here? You may place one empty drinking glass, bottle, or cup that has a diameter of 4" or less on any clear space on the battlefield, at least 2" from any settlement. Treat it as blocking terrain.
1 5 of Clubs Yes, I Mind You may remove one drinking glass, bottle, or cup from the battlefield.
1 6 of Clubs Some Call it Cheating You may peek at the top three Conquest cards and rearrange them in any order that you like.
1 7 of Clubs Trick or Treat You must choose one of your non-captive warriors to take one click of damage (defense special abilites are ignored). Or you may spend 2 gold to ignore this effect and shuffle this card back into the Conquest deck.
1 8 of Clubs Baton Pass You may designate a new captain from among your non-captive non-demoralized warriors. If you do so, your old captain becomes an ordinary warrior.
1 9 of Clubs Rest You may heal one click on one non-captive warrior that you control that is not in base contact with a warrior controlled by an opponent. The healed warrior may not be given an action this turn.
1 10 of Clubs Freshness Remove an action token from any one warrior.
3 J-K of Clubs UFO Abduction If there is an "abducted" figure set aside, return it to the battlefield on any clear terrain, but not in base contact with any other figure. Otherwise, you may choose any figure that is not a captain, is not in a settlement, and that is not in base contact with any other figure. Roll a die. On a 1-4 nothing happens. On a 5-6 the selected figure becomes "abducted". Remove it from the battlefield and set it aside. An "abducted" figure may not be given actions.

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