Holdfast

HARVEST, BUILD, DEFEND

Traveling Merchant

4

Denizen — Rootborn Merchant

Three of any one bounty: Gain five of any one bounty.

1

0

1

x3

Embergate Torchronk

4

Denizen — Monstrosity Practitioner

The next time an enemy targets a structure or occupant you control with a mysticism, offer Embergate Torchronk and prevent that effect.

1

2

1

x3

Embergate Guards

4

Denizen — Giant Warden

Short-range (Embergate Guards may assault one zone away while it is housed)

2

2

2

x3

Morani Stoneronk

4

Denizen — Monstrosity Laborer

Your total maintenance is reduced by .

1

3

2

Driven Hammerhand

4

Denizen — Giant Laborer

Driven Hammerhand's housing structure gains act twice. (If Driven Hammerhand is an occupant, the structure it is in is the "housing structure")

3

3

3

x2

Ember Masonronk

4

Denizen — Monstrosity Laborer

: Connect (Attach a structure or row of structures you control to one of the ends of your perimeter)

3

3

4

x2

Inspired Golem

3

Denizen — Monstrosity Laborer

: Reclaim a structure from your rubble. (Pick it out of your rubble pile and add it to your hand)

3

3

3

x3

Embergate Captain

3

Denizen — Giant Warden

Housed denizens you control gain +1 to all stats. (A "housed" card is any card occupying a structure. Strength, morale, and fortitude are stats.)

3

3

5

x2

Morani Griffin Chief

3

Denizen — Giant Warrior

Denizens housed alongside Morani Griffin Chief have +2 morale and long-range. (They may assault up to two zones away while housed)

4

4

4

Asta Moranos

1

Denizen — Monstrosity Artisan

Structures you control have long-range and may assault as if they were denizens. They gain strength and morale equal to their number of occupants.
: Target a structure in any rubble. You may play it this turn. If you do, you may rehouse any number of denizens and/or belongings into it.

5

6

6

x2

Deepening Lockbox

4

Belonging — Treasure

Stockpile 4 (Your capacity for stored bounty is increased by 4. When Deepening Lockbox leaves the field, you do not lose the overage in bounty.)

4

x3

Stone Wall

4

Structure — Wall

Reinforce 2 (Adjacent structures on your perimeter gain +2 fortitude)

2

Occupants

0

0

4

x2

Storehouse Keep

4

Structure — Keep

Stockpile 4 (Your capacity for stored bounty is increased by 4. When Storehouse Keep leaves the field, you do not lose the overage in bounty.)

3

Occupants

0

0

5

x3

Mountainside Ridge

4

Structure — Wall

: Deal 2 damage to any target in the outlands.

3

Occupants

0

0

5

x2

Battlements

4

Structure — Wall

Reinforce 3 (Adjacent structures on your perimeter gain +3 fortitude)

2

Occupants

0

0

6

x2

Garrison

3

Structure — Lodge

Hospitality (Occupants of this structure have no maintenance cost)

4

Occupants

0

0

5

The Evershield

1

Structure — Wall

When you play The Evershield, you may place it anywhere on your perimeter. (This means on either end or between any two structures)
Structures on your perimeter gain +2 fortitude and ": Connect".
Mysticisms that target structures on your perimeter or in your courtyard cost more to play.

4

Occupants

0

0

9

The Embergate

1

Structure — Passage

Housed denizens you control that may assault while housed can assault twice.
Whenever a structure on your perimeter falls, it deals damage equal to its fortitude divided as you choose among any number of assailants.
(This structure has morale)

3

Occupants

0

3

7

x2

Cistern

4

Fortification —

Fortified structure gains hospitality. (Occupants of the fortified structure have no maintenance cost)
Harvest

+1

x2

Ballista

4

Fortification —

: Deal 2 damage to any target in the outlands.

+2

x2

Wall Spikes

4

Fortification —

: Return Wall Spikes from your rubble and attach it to target structure you control.

+2

+2

Sparkling Moat

2

Fortification —

Each structure connected to fortified structure gains +2 fortitude cannot be assaulted more than once each turn.

+3

+4

x3

Deep-Red Crevasse

4

Resource — Mountain Basalt

Harvest
Deplete

x4

Piney Strand

4

Resource — Timber Pine

Harvest
Deplete

x3

Winding Cavern

4

Resource — Cave Copper

Harvest
Deplete

x3

Basalt Springs

4

Resource — Cave Basalt

Harvest
Deplete

x3

Thunderous Peak

3

Resource — Mountain Iron

Harvest
Deplete

x3

Shielded Lake

3

Resource — Waterway Lake

Harvest
Deplete

Mount Astarana

1

Resource — Volcano Iron

Harvest
Deplete
Whenever your perimeter becomes breached, deal 3 damage divided as you choose among targets in the outlands. (A perimeter becomes breached when one of its structures falls)