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One of the royal engineers has been corrupted by dark magic and has brought one of his

creations to life and provided it with unspeakable power. The less savory elements around town
whisper rumors that the creator and his unusual companion are hiding out in the abandoned
Whisper Well Monastery and preparing an attack on the King’s repository of magic weapons.

Notes about the Jomus, Gnome Tinkerer Challenge Card:

1. For Single and Co-Op play, Jomus starts with 35 Health per player.
2. When Jomus draws an Imperial card, the Construct gains 3 Health for every Imperial card in
play (all players).
3. When Jomus draws a Wild card, Jomus gains 4 Health for each Champion the defender has
in play.
4. When Jomus draws a Guild card, take lowest defense value Guard card in play (any player)
and add it to Construct’s starting deck. (Ignore if no Guards in play, defender chooses the
Guard in case of tie.)
5. When Jomus draws a Necros card, defender must sacrifice highest gold value card in hand
or lose that much health. (Defender may choose not to discard.)
6. When Jomus possesses one card from each faction, discard all cards and add 20 Health to
Construct.
7. When Jomus is defeated, the Construct is activated. The next defender will be its first target.

For added difficulty:

* If Jomus is below 15 Health and draws a Wild card, Jomus will instead transfer the 4 Health
per Champion the defender has in play to the Construct.

AND/OR

* After Jomus is defeated but before the Construct activates, all Guards in play are stunned by
the energy wave that powers up the Construct.

Have fun! - James Floyd Kelly, February 2017


image source Jamus: https://forums.orcsmustdie.com/discussion/2081/crank-gnomish-inventor
On each player’s first turn, they get a three-card starting hand. Play proceeds clockwise around
the table.

Jomus starts with 35 Health per player and does not have a hand or personal deck. After each
player’s turn, Jomus takes a turn attacking that player. During Jomus' turn, reveal the top card
of the Market Deck and place it face-up in front of Jomus. Jomus gains Combat equal to the
cost of the revealed card(s). The faction of the revealed card determines Jomus' bonus ability
for that turn (see reverse). If the revealed card has no faction, then the defending player
chooses which ability Jomus uses for that turn. When Jomus has one card from each faction,
discard all cards and add 20 Health to the Construct.
.
Jomus uses his Combat to stun the defending player’s champions whenever possible, unless
he can reduce their Health to zero. Jomus always attacks the defending player’s champion with
the highest defense that he can stun (player chooses if there is a tie). After stunning all of their
champions he can, Jomus uses any remaining Combat to attack that player. Guards protect
their defending player and their non-Guard Champions as normal.

Cards in front of Jomus don’t do anything, except Guards in front of him still protect him and his
non-Guard Champions. During each player’s turn, they may spend Combat to attack Jomus or
the Champion cards in front of him.

If a player would make Jomus discard a card, instead they choose one of his non-Champion
cards in play and sacrifice it.
Tales have been told of iron monstrosities brought to life through twisted magic and obeying the
whims of their masters. Towering over you, this eleven-foot-tall iron beast is no longer a story
told to children but a reality that must be defeated.

Notes about Construct, Magic Machine Challenge Card:

1. For Single and Co-Op play, Construct starts with 60 Health per player. Any bonus Health
received from Jomus is added after starting Health is calculated.
2. When Construct draws an Imperial card, Construct gains 5 Combat and reserves Bonus 10
Combat for special attack (see #6 below).
3. When Construct draws a Wild card, Construct gains 3 Health.
4. When Construct draws a Guild card, Construct gains 3 Health.
5. When Construct draws a Necros card, Construct experiences a momentary power surge
and skips attack on defender.
6. When Construct possesses three Imperial cards, Construct emits its Death Energy Wave
and the reserved Bonus 30 Combat is divided between all surviving defenders. All
Construct’s cards are discarded.

For added difficulty:

* If Construct possesses six Necros cards, the power surge has built to dangerous levels and
explodes in a wash of energy. Construct loses one quarter of its health (round down) and that
value is divided between all surviving defenders.

AND/OR

* After Construct is defeated, a pool of dark energy worth 3 Combat per Necros card and 5 per
Imperial card possessed by Construct explodes and is divided between all surviving
defenders.

Have fun! - James Floyd Kelly, February 2017


image source Construct: https://www.pinterest.com/talonmc/medieval-fantasy-constructs/
If playing againt only the Construct, on each player’s first turn, they get a three-card starting
hand. Play proceeds clockwise around the table. If playing after Jomus is defeated, players
draw five cards.

Construct starts with 60 Health per player. Add any bonus Health from Jomus after total starting
Health is calculated. After each player’s turn, Construct takes a turn attacking that player.
During Construct’s turn, reveal the top card of the Market Deck and place it face-up in front of
Construct. Construct gains Combat equal to the cost of the revealed card(s). The faction of the
revealed card determines Construct’s bonus ability for that turn (see reverse). If the revealed
card has no faction, then the defending player chooses which ability Construct uses for that
turn. When Construct has three Imperial cards, divide 30 Combat between all surviving players
and discard all Construct’s cards.
.
Construct uses its Combat to stun the defending player’s champions whenever possible,
unless it can reduce their Health to zero. Construct always attacks the defending player’s
champion with the highest defense that he can stun (player chooses if there is a tie). After
stunning all of their champions he can, Construct uses any remaining Combat to attack that
player. Guards protect their defending player and their non-Guard Champions as normal.

Cards in front of Construct don’t do anything (except Imperial cards for tracking reserved
Bonus Combat), but Guards in front of it still protect it and its non-Guard Champions. During
each player’s turn, they may spend Combat to attack Construct or the Champion cards in front
of it.
If a player would make Construct discard a card, instead they choose one of its non-Champion
cards in play and sacrifice it.

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