Holdfast

HARVEST, BUILD, DEFEND

x4

Wanted Criminal

4

Denizen — Human Practitioner

: Sabotage (House Wanted Criminal in an enemy structure. Control of it remains with you. When it is ousted, it returns to your courtyard.)
Whenever an opponent declares an assault, it must target Wanted Criminal or the structure it occupies.

0

3

2

x2

Dreamsmyth Woods Witch

3

Denizen — Rootborn Practitioner

: Put a bribe glyph on target denizen with copy-count 2 or greater.
Denizens with a bribe glyph gain ": Remove a bribe glyph from this card" and "This card cannot use any abilities except for this one if it has a bribe glyph on it".

1

3

2

x2

Oakseam Glutton

3

Denizen — Rootborn Warden

When Oakseam Glutton is played, you may have it sabotage.
: Sabotage (House Oakseam Glutton in an enemy structure. Control of it remains with you. When it is ousted, it returns to your courtyard.)
While Oakseam Glutton is housed, other occupants' maintenance costs more.
While Oakseam Glutton is unhoused, it's maintenance costs more.

5

4

4

x2

Oakseam Misinformant

2

Denizen — Human Chamberlain

Act twice. (Oakseam Misinformant may take two actions each turn. Relocating, assaulting, and using abilities are all actions.)
: Put a bribe glyph on target denizen with copy-count 2 or greater.
Denizens with a bribe glyph cannot move if they moved last turn and gain "When this card relocates, you may remove up to one bribe glyph from it".

1

3

1

x2

Rash Captain

2

Denizen — Human Warrior

: Infiltrate (Give control of Rash Captain to an enemy and move it to their courtyard.)
The first time you assault, pitch two cards.

2

2

2

x2

Dreamsmyth Seer

2

Denizen — Rootborn Practitioner

: Put a bribe glyph on target denizen with copy-count 2 or greater.
Denizens with a bribe glyph cannot assault. At the start of each enemy turn, that enemy may remove up to one bribe glyph from target denizen they own.

1

3

2

Quystin Of Oakseam

1

Denizen — Human Merchant

Act three times.
: Gain control of target belonging from an enemy structure that a denizen you own occupies. If target belonging is a gear, you may arm Quystin Of Oakseam with it.
Quystin Of Oakseam gains +1 to all stats for each gear it is armed with.
During your harvest phase, steal from target enemy's store of bounty for every three bribe glyphs on cards they own.

2

5

1

x3

Splinter Camp

4

Structure — Encampment

When Splinter Camp is assaulted, if it is not at full occupancy you may play a trap with copy-count 3 or greater from your hand into one of its vacancies. You may activate it this turn at no cost.

4

Occupants

0

0

4

x3

Deep Underpass

4

Structure — Passage

: Gain control of target denizen you own and house it in Deep Underpass.
: Relocate target face-down occupant you control to an enemy structure.
You may activate traps occupying enemy structures before they would at the start of that falter step.
(Denizens, traps, and belongings may all be occupants)

3

Occupants

0

0

6

The Cutpurse Caravan

1

Structure — Encampment

At the start of your turn, if The Cutpurse Caravan is in the rubble you may play it from the rubble.
: Reclaim The Cutpurse Caravan from the middling.
If The Cutpurse Caravan is targeted by an effect that would obliterate it, that player must pitch three cards in their hand as an additional cost or the effect is prevented.

5

Occupants

0

0

5

x3

Oakflame Explosives

4

Trap —

: Crush housing structure, one occupant, and up to three assailants.

Traps cost nothing to play and are played face-down. During the falter step when they are revealed, you may use one of their abilities. Traps go to the void after they use an ability or are ousted.

1

x2

Trance Gate

4

Trap —

FREE: End the assault.

1

x3

Pay Tribute

3

Trap —

: End the assault against the occupied structure. For each assailant, the occupied structure's owner gifts you a bounty of their choice at the end of their next harvest step.

Traps cost nothing to play and are played face-down. During the falter step when they are revealed, you may use one of their abilities. Traps go to the void after they use an ability or are ousted.change

1

x2

Early Abandonment

2

Trap —

: Prevent an assault against housing structure. Oust all denizens with a bribe glyph.

1

Empty Veins

4

Mysticism — Curse

Until the end of your next turn, resources harvest no .



Mysticisms go to the void after they are played

x4

Life From Dead Branches

Pitch up to two cards

4

Mysticism — Transmutation

Create one rootborn warden denizen called "Stickling" with 0/1/1 and ": Sabotage" plus an additional two for each card you pitched.

x2

Traitorous Intent

4

Mysticism — Hex

Crush target enemy denizen housed alongside a denizen you own.


Mysticisms go to the void after they are played

x2

Vanishing Wealth

3

Mysticism — Curse

Until the start of your next turn, each enemy's total maintenance is increased by for every two bribe glyphs on tangibles they own.


Mysticisms go to the void after they are played

Gilded Gains

3

Mysticism — Alchemy

You may convert up to six bounty into any other kind of bounty.
Add .

Help From The Shadows

3

Mysticism — Arcana

You cannot assault the turn you play Help From The Shadows.
Target an enemy. For each tangible with a bribe glyph that enemy controls, they choose one of the following: Pitch a card, reduce your bounty capacity by 1 until the end of your next turn, or add a bribe glyph to target denizen you control.

Namelessness

2

Mysticism — Hex

Unmake target denizen or belonging and each other card that shares its name. Until the start of your next turn, cards with that name cannot be played. (Return those cards to their owners' hands.)

Silver-tongued Whispers

2

Mysticism — Hex

Linger
You may play Silver-tongued Whispers from the middling. If you do, it costs more. If you play Silver-tongued Whispers this way, it goes to the void.
Enthrall target denizen.

x4

Autumn Oaks

4

Resource — Timber Oak

Harvest
Deplete

x4

Silent Forest

4

Resource — Lumber Oak

Harvest
Deplete

x4

Abandoned Goldpans

4

Resource — Waterway Gold

Harvest
Deplete

x3

Silver Vein

3

Resource — Cave Silver

Harvest
Deplete

x3

Well-trafficked Hills

3

Resource — Hillscape Silver

Harvest
Deplete

Cutpurse Crossroads

1

Resource — Flatlands Gold

Harvest
Deplete
At the end of each enemy turn, that player must pitch a card for every four bribery glyphs on tangibles they own.