Each bag should have Assistant and Basic Quiddity. In addition to those, set up the following quarries in The Wilds:
QuarriorsClick to exclude Quarriors: AssistantClick to veto AssistantCost: 1Glory: 1
*[re-roll] Immediate: Re-roll this die and one other die.
PortalClick to veto PortalCost: 4
[portal 1] Immediate: Draw and roll one die. [portal 2] Immediate: Draw and roll two dice.
Basic QuiddityClick to veto Basic Quiddity
Strong Warrior of the QuayClick to veto Strong Warrior of the QuayCost: 5Glory: 2
All other Creatures in your Ready Area get +1 attack and +1 defense as long as Warrior of the Quay is in your Ready Area.
Mighty Defender of the PaleClick to veto Mighty Defender of the PaleCost: 6Glory: 3
* Your opponents must spend 1 additional Quiddity to summon each Creature as long as Defender of the Pale is in your Ready Area. ** Your opponents must spend 2 additional Quiddity to summon each Creature as long as Defender of the Pale is in your Ready Area.
Mighty Ghostly SpiritClick to veto Mighty Ghostly SpiritCost: 4Glory: 2
When Ghostly Spirit is destroyed, set Ghostly Spirit aside until you destroy any Creature. Then roll the Ghostly Spirit: If you roll a Creature Icon, add it to your Ready Area (for free). Otherwise, add Ghostly Spirit to your Used Pile.
Questing WizardClick to veto Questing WizardCost: 7Glory: 3
* You may draw and roll one additional die and re-roll Questing Wizard (instead of gaining Quiddity). ** Questing Wizard gains +1 defense and you earn +1 Glory when it scores.
Mighty Scavenging GoblinClick to veto Mighty Scavenging GoblinCost: 3Glory: 2
* When Scavenging Goblin is destroyed, draw 2 dice and add them to your Active Pool.
Strong Quake DragonClick to veto Strong Quake DragonCost: 8Glory: 4
Creatures that are Level 2 or less cannot attack you as long as Quake Dragon is in your Ready Area (do not add their attack value to the attack total). */** Quake Dragon has no additional ability.
Victory CharmClick to veto Victory CharmCost: 5
Cast this Spell to gain +1 Glory for each Creature that scored this turn. You can only cast this Spell if you scored with 2 or more Creatures this turn.
Shaping CantripClick to veto Shaping CantripCost: 4
Reaction: Cast this Spell to return one of your just destroyed Creatures to your Ready Area (at its same level) instead of putting it in the Used Pile.
Quest of the QladiatorClick to exclude Quest of the Qladiator: Strong Quaxos' EyeClick to veto Strong Quaxos' EyeCost: 3Glory: 2
When Quaxos' Eye scores, place this Creature on any Lock face in any player's Locked Area. * LOCK The first Creature you summon costs one less Quiddity to summon (min 0). ** LOCK The first Creature opponents capture from the Wilds on their turn cost [sic] one less Quiddity to capture (min 0). You may not spend Quiddity to Unlock this creature.
Chaos CharmClick to veto Chaos CharmCost: 5
Attach: Reduce your Glory by 1. This creature gets +3 attack. Gain +1 Glory when this Creature scores. * In addition to the above, this Creature gains +1 defense.
Light vs. DarkClick to exclude Light vs. Dark: Assistant of EconomicsClick to veto Assistant of EconomicsCost: 1Glory: 1
? Add 2 Quiddity and then place this die in the Spent Pile.
Assistant of LogisticsClick to veto Assistant of LogisticsCost: 1Glory: 1
? Re-roll this die and 1 die of your choice from your Used Pile.
Assistant of AcquisitionClick to veto Assistant of AcquisitionCost: 1Glory: 1
? Draw and roll 2 additional dice, and then place this die in the Spent Pile.
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Click on a set name to exclude it. Click on a card to veto it. Excluded sets and vetoed cards are listed at the bottom; click on them to include them again.
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