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CoNnTENTS HOW TO USE THIS SUPPLEMENT NEW TROOP TYPES NEW SPECIAL RULES & EQUIPN MAGK THE FACTIONS OF TH The Greer Kincro! The Lonps oF ir Tae Unvesp Le Tie Horne Ornerwor The Master THE GRIMOIRE Enersy Liowr Earn Mera ps pos p99 p.100 p.106 IOw O UdF This SUPPLEMENT he Age of Magic is a Saga Universe devoted to the worlds of fan draws inspiration from myth? that popular literary genre that ‘ond faction. While the gan resent ther more freedom in how they represent : nerailly deal with historical peoples and cu supplements gen ie tees enya find information, this Sage a iniapimnajratchabpes efowing yout represen bes fe aginary armies, kingdoms and people THE FACTIONS sicfactions, or rather archetyp his supplement presents six Fac of Fantasy peoples to be represented on the tabl isa quick summary of each faction’s theme ated to them in the pages of this book Ghée Great Kingdoms The Great Kingdoms represent their wo or spiritually developed civilisations. Th central power, whether royal, theocrati of the Great Kingdoms makes th: neighbours’ envy, Valkeras the Wise. aim Vaikeras the Wise, Guardian of Braath’s Nine Sacred I Knowledge, Archmage ofthe Sulfuric Tower, Supreme Eminence Empire of Turth High Lector of. well, have a flock of other bor ecumulated over the centuries. Enough nons end to these tedious formalities! sense, let's be sensible and put on You seem surprised to be speaking with a Sorceror ina Saga Univers However fantasy worlds are filled with heroic deeds, courageous eaptatns; malicious sorcerors and terrifying monsters The Age of Magic is « unique Saga Universe, overflowing with “unexplored territory, even for tho “playing since the seart, eterans who have been igo seea little impatience in your face, let me lead you in the tsteps of these legends. fore starting your journey, forget not my advice: no ‘World is more interesting than the one you create with sno Saga grander than the one you weave across Ghe Lords of the Wild These peoples are intimately linked to the primordial forces which Fashioned the world. They live 2 to nature as possible in the heart oF dense Forest the deepest inhospitable marshes or the depth ive in harmony with their environment, or display animalistic savagery and brutality. the oceans, They might GheUndead Legions The Legions have vanquished Death and shattered the batrier separating the living world from eternal rest. Leading hordes of reanimated skeletons, lurching ‘cadavers or vengeful spectres, the Lords of the Dead ccurdle their enemies’ hearts with fear. ara represents the conquering and warlike ymmon to imaginary worlds. They can be ians or exiles from civilisation, or fantasy pillage in their blood. Even more than other Sa of Magic is a stand-alone unive it is mechanically possit 0 pit historical and fantastical armies against on will cortainly be rather explosive, We pre fecommend that players with historical a explore the possibilty oftransposing thel intoimaginarywortds It's easyto imagineaViking warband fighting alongside a few creatures from Norse mythotogy using the Horde Battle 80ard, fora French army from the Hundred Years’ War using the Great Kingdoms Battle Board, with a Few angels or fantastic creatures added to their ranks (though if you're English, you'd probably rather they Keep to the Subterranean Peoples board)! The possibilities are endless, and the freedom offered by the Age of Magic fs unique, allowing you to use and re-use avast assortment of historical and fantasy figures. wi re Living beneath the surface of the world, the Masters ofthe Underearth have prospered and developed underground kingdoms only interacting with the world above when pushed by necessity-or their ambitions. if they are hhumans, their physiology is probably adapted to this life. They are more likely to be races particular ‘environment, like stocky dwarves, daylight- s,orsneaky aimen, @ new types of troops to thguards, Warriors and book: Sorcerors Each of these uni described in the re p.8) NEW SPECIAL RUL This Universe also adds a certain number Tules, which will allow you to fine-tun how the troops you recruit are repr new weapons and mounts for your warbands. MAGIC Magic being one of the foundation stones of fantasy th book gives it the treatment its importance deserve chapter will explain how to use Sorcerors and hi cast spalls in Saga. THE BATTLE BOARDS This book comes with six cardboard sheets presenting the Battle Boards for each of this Universe's Factions ach werband must use both its factions bo special cules. ou can't use the Otherworld Baitle Boord with the Horde’s special rules! The five abilities situated atthe top ofthe Battle Boards, {not including the centraltexthoy) are thebasicabilties. These are three hasic Activation abilities, the Activation Pool anid the Magic Bonus, They are common to most factions and can each be triggered several times during the same turn he three basic Activation abilties allow you te activate different types of troops. By triggering one of these abilities, you ean activate a unit of the types described inthe ability text “The Activation Poolletsyausincrease thenumberofSaga ice at your disposal, You just need to spend the die an the Activation Pool, then take two available Saga dice: roll them, and add them to your inactive Saga cice—the oneryou have not yet assigned to aSaga ability, The Magic Bonus lets you choose whetherto e-rollone ‘ortwo of your inactive Saga gice (the ones you've rolled but not yet placed on your Battle Board), orto gain two Magic dice. For more detail on Magic dice ‘eponymous chapter (cee Magic, p. 18), The abilities appeering in the advanced abil fer to the entral textbor are which can each only be triggered or ‘activated once per turn, Each Wattle Board's acvanced Saga abilities are explained and described in their ‘asyou increase your budget. For example, after learning the ules presented in this suppoment might seem daunting Dont progressive introduction ofits new les. games, and only use Hearthquard, Warrior and Lewy ,Sorcerorsin your warbands. Once all that has been huced by Monsters, Creaturescond War Machines, hile earning the new rules piece by piece. As if volved. rose in ted., Imagine what ” ant eagles; monstro riders or gid jay arenrcenough 9 satifato oeyeal wort. Thats wy of Masse n fesoribed on pages 44 and 45 ok panacea ecroop Pes’ Age of Magic offe warband construct Universes, Monsters, will have a powe nd will form a not insi warband, Ths, while the standard Universes is six poin this Universe lends itself be With eight points of tro ‘ny farther changes to rul sizes, We encourage you theref0 ‘build your warbands with £9 follow the same structure as those These new cla presented in the Saga rulebook: they do or dont Pinerate Saga dice, have Armour and Aggression Peiues, and finally special rules. For that matter, if you IGek at the Battle Board for one of this supplement’s fretions, you'll see them appear in the basic Activation lities, next to the existing 'r00p types. MINIONS: PCaen votes Neate els een eMail ‘This basic ability allows you to activate a Levy, Monster, or War Machine u Note that each of these troop types is an independent type, even iFit shares an Activation ability with other types. Therefore, a Monster unit is not a Lewy unit, and no game effect affecting Levies will affect Monsters (ene vice-versa) Now let'shave a look at all the troop types of the Age of Magic. _ Warlords __ As indicated in the Saga rules, each warband must include a single and soltary Warlord to lead ito battle Their rules are the same as those described on page 44 ‘of the rulebook. The Warlord’s equigment options are described in the chapters devoted to each Faction. ‘A Warlord’s base must fit within 2 60mm by 60mm ‘square. tcannot measure less than 20mm by 20mm (on “Foot),or4Omm by 20mm (mounted). worehies borbaran alte could wall be lasted a8 Herenguoras, even they goto war bearing wath rote thane ileand (ry large! a cs lad auton page AA oF the rulebook - se must Rt within a 30mm by 30mm a 50mm by 40mm rectangle A Hearthguard b square (on (mounted). Recannot measure les than 20mm by 20mm, (on fet), of 40mm by 20mm (mounted) Warriors Warriors Form the backbone of many warbands in the Age of Magi Unive In most factions th the typical soldier, s the case in most othe ‘whether an ore warrior, a valiant sergeant of the Great Kingdom, or a minor éemon emerged from Hell Thelrrules are the same as those described on page 44 ofthe rulebook (on Foot).o} Their cule p of the rulebook ‘Aleyy base must ftw’ (on foot), orarecta Tecannot measure less than 20mm by 20m or 40mm by 20mm (tf mountec). right hand, their brotherhood oF reer, orvicious warlords loyal of their ‘Guard Brother oftne pssibiltes are endless: ‘Recruitment watiand from te age of Mage <2) TONE single and ro eineludesaLieuterant,thewarband sie eros choice the follving: 1 Creature RaUe- Fre thouandgres 4 Wariorigures or 6 Levy figures. br exeraple iF you had spent 3 points on Warriors, you rene four ofyourwarband’ twenty-four Warriors entto yourwarband. form a unit comprised of a single p petermination, Magic va soya ih unermes rule allows the Sorcero this speci! thagame wththree spel eironrdin frag see Moai 18). - victory Points Wyner caiutting seenaris COTY POM, 95 wero ands trerefore counted #00 Basing [Asorceror’sbase must ht with Teeannot measure less than 20 gomm by 20mm (iFmounted nt Characteristics Lieutenat tach faction grants its Lieuter described in the faction rules. Victory Points When calculating victory Pp Lieutenant is a Hero and is thi Basing A Lieutenant's base must be « by 60mm square. It cannot me 20mm (on foot), of 40mm by 20mm ( Creatures. “poll, Ogres. Minctaurs and Hall-Gia afthe names that come to mind when we bring up frost impressive beings in Fantasy worlds The Creature troop type represents Individuals thet re largely bigger and more imposing than human Beings and gifted with a Form-however limited -of intelligence. Creatures are able to obey orcers and cay fons Itisnot are forthemtoweararmourwhen use weap their natural toughness is insufficient paxst with other cultures or forge their own society, Slowing us to imagine warbands mede up entirely o such individuals. type also includes all knights riding The Creature tr try enimals that are bigger end more aggressive ditional mounts. We can easily imagine ride an the bai mounted on powerful sabretooth tig ofgiant eacles. Recruitment ach point spent on Creatures allows you to recruit 2 Creatures, Alternatively, 2 Hearthguards, 4 Warriors or 6 Levies from theirwarband yor can remee 2 torecrult 1 Creature Example: When recruiting his warbund. Fred buys two points of Warriors (16 Warriors) and one point of ‘lansbatte for dominanceat the neartofctibe of Creatures. However: he deckies to only deploy 12 Wortors in order to get one extra Creature. Therefor, for three recruitment points, he deploys. unit of 12 Warriors and a tun of 3 Creatures Unit Creatures formunitsof2t06 figures. Tisisanexception to the tule imposing a minimum oF 4 Rgures per unit Creature Characteristics There are 3 types of Creatures: Bipeds, Quadrupeds 1 be composed of and Fiyere. Each unit of Creatures mn 4 can include sofa diffe he same type of Creatures, but ¢ wetbi eral units of Creatures, each compos Bipec These are humanoids vath mer than thos: armoured, b Quadrupeds rupeds are fester than Bl serpy canbe ncorient ie 3 rcnted on fantastic beasts (glank WoW, ipeds and rival horses fOr imal, or ders warbeasts, =e fay | st pra As their neme suggests Fyers meve by fying. It makes “fo difference tothe game whether they are propelled by ic of technology. They are capable of moving over other troops, Fiyers can beindependent creatures, bids; it makes no difference to the Victory Points When calculating a sce Creature igure is worth two He Example: each slain Creature 2 massacre points. !f a uni objective, it counts a5 a uni calculating the victory points objective Basing A Bipedal Creature’s base mu 50mm square. On the other hanc Creature’s base must fit in an 8 No Creature’s base can be smaller circle, Creatures and Pres The Presence rule which affects every Creatul Unit means that each figure in the unit cou" 4 figures when determining the effects of Abilities. Therefore, a unit of three Create’ GS aunit of 12 figures when determining " 9 Saga abilities. This only affects Saga “bl Mictory points or other game effects. Among the freaue Monsters math are Hy, a the if the Apc ‘bominations of the 3 Eertroted by magic, o the might of the varband G into me 8 can be ridden by humanoids, which has No Titans ae less savage than Behemoths, and are usually low and clumsy. What they Recruitment {You can recrulta Manster into your warband for 1 point from plates of armour, scales, Fur of ame meng the most common Tita dinosaurs, Construct Dimensi Ik is possible to recruit several Monsters for 1 point rules permitit quad from the zZ ‘each =iF your Faction Unit Monsters always form aunit composed ofa single figure Monster Characteristics There are three types of Monsters: Behemoths, T ‘and Scourges, each with their own Betiice in Bebemotis Slow Behemoths are Monsters of blind violence generally terrihe can be bipeds, quadrupeds, or treme savagery, whos thering monstrositi we yey sow death legendary Fins bey) onseers T ane at trelr Fame 0368 Se reso fame eral reac - il upon their prey at great SPE ner Tr Pay rng es Dragons YTS teal errs eaten ries ft Seourges er Beet ig Te reduction n Armouris included in the profile, Victory Points When calculating victory points fora scenario, a Monster counis.as aero. Basing ‘A Menster base must fit within a 150mm by 160mm. ‘rectangle It cannot be smaller than 2 60mm diameter cele. Nor achines can ea seer ere va ‘the Age of Magic, and can take on; eee unit War Machines They can be modell ‘ewhole base form units ¢ sd with th engine, but purposes ofthe rules. ‘All Wer Machines count a5 f ranged weapons Whatever their type, the: to charge, and count unever impassable War Machine Characterist There are three types of War M Flying, each with its own chara Static War Machine ‘Catapults, cannons, and stone: these machines, which are almos takea long time to reload. “ype: War Machine Eres a ETC Cumbersome, Powerful Shot, Pres |narmee Erni Cumbersome: A Static War Machineis¢ During a movernent activation, its mover always WS. and can never Powerful Shot: A Static War Machine get toits attack dice, AStaticWar Machine's shooting 2ttacks ange: lFthe target ofits shooting attackis With his lueky die roll, Arnaud can therefore choose ay Pee eer eres Not wishin fo rak We Sorcerer's piysical or mental health, Arnaud reflects and choos to cast the spell with the optimum effect. He therefore hi thoes not need to roll on the Abuse of Power table. The Sorceror has accumulated far too much magi Abuse of Power you decide to asta spl atts maxim ‘must et pray tothe gods o spite cumtyeur tage and finally roll two dice on the Abuse F Pon ek below to discover the consequences. oe Once the effects of the Abuse appied, te spall resolves rot Once t 1 magical energies have been invoks can stop them! voked, nothing Res c Effects Fefertothedescrptionoftheeffectsyouh in order to eet mine the spel he bookh Foreach of thespelisinthe Age of Ge Grimoite atthe endo itagain that game. IFthe Sorceroris ex! | Magical energy: tigue for each result of 4 or more roll dead, seemingly victim experienced practitio ‘the Sorceror ears and nostrils. The they roll, They cannat cast the forg rors thrown far away at the speed of e effect oftheinfernal ‘oftthunder and are thus elimi | energy. ‘seemingly victim aFan overcharge of magice ‘engulfs the Sorceror, who has trouble containin led. IFthe Sorceroris exia ‘ofan overcharge of magical eneray. ner, controls theirsorcery perfectly, All 90 ‘suffers @ magical backlash. Rolla die. O mot castit again during the game. | ofMagieconcerned produce afountanaf ion araibow of lo 3 gflockof fying unico The Sarceroriselirinated, Rolla cie for each frien and enemy unit within S. On aresult of 4 or me that unit suffers a casualty. “The Absolute Power Corruptve Fils the Sorceror and they must roll three dice, They sues falas | cach 4 ormore rolled they suffer at ast oxo fatigues, the Sorceror Forgets the spell and cannet « hhausted after suffering these fatigues, they Fall down stone de git. They must oll two dice sted after suffering these fatigues, ti 5 well. fornow! na result of 4 or more yy must rollthre inated 1 dice and must choose one of their then spells for the rest of the game. ight, ach friendly unit within Jtomado they created. As forthe Sorceror, ast ‘and suffera hey they | : Bam Tae. Gray Kinevoms Idvilisation allow large societies wwe call these societies the Great ky, iso be Empires, Duchies, City Stare peracles. They are all single governmern hesof thouscinds Of people who shar whether said base arises fron xed from above. or enlightened hat govern the pese kingdoms car be hu ysively of humanoid race fonsand teachings are houses and motors of pr ‘gcurity through weapons advanced. y “TROOPS OF THE GR Theleroes of the Great Kingdom pers called to participate in ‘ ted on SGonstables, captains of the army. eve’ tus.1 + t d fi Piiests ormages whose esoterictalents winge : foms are Paladins, hand-picked vet Want to carve their names into legend by ih Seen ting the most powerful enemies. Heap to produce, or ranged weapons like bows and Of the Great Kingdoms are tame crossbows~or in more technelocically advanced from their leaders’ personal kingdoms, frearms, They generally take the tes ike dragons and wonders like steel n armies, They are generally equipped like spears and shields that are FACTION RULES The Warlord of the Great Kingdoms can be mount ‘nan animal @ beast. ora winged mount. they are not ‘mounted, they can be equipped with a heavy weapon. The Lieutenant of the Great Kingdoms is a Captain, who can be mounted on an animal or a winged mount. IF they are not mounted, they can be equipped with aheavy A Great Kingdoms warband may include up to two Paladins. Paladin can be mounted en an animal or re nat mounted, they can be winged mount. i the equipped witha heavy weapon, AA Sorceror of the Great Kingdoms can be moun an animal or a winged mount. They have access to the Domains of Energy and Ligiht don FACTION SPECIAL RULES The Great Kinadoms have four Faction special rules: Captain (ther Lieutenant's special rule), Paladins fa specific tyne of Hera) Winged Mounts (e unigue equipment option), and Memorial thelr Sacred Ground) Caprain The Great Kingdoms Lieutenant has the We Obey special tule, However, this cannot be used to activate Hoo, Monster, Creature or War Machine units. On the othe hand, it can be used on Hearthguard, Warrior orLevy units, You may recruit up to two Paladins for your warband, For each Paladin recruited, you must remove 2 Hearchguards, 4 Warriors or6 Levies From your warband.as you assembleit. APaladin saHero, Theyhavethefollowing characteristics, Ses See rece erennae Sena Determination, Heroic, Presence, Resilience (1) case, 25 well as the Flight special ‘A Groat Kingdoms warband can include y (onster ia A reat Kingdoms warband can inci 2 Sng gy, Greaeuires which cannot be Flying Creatures Prearchguards ean be mounted on anima mounted, Gre mounts. If they are 90 Hearthquerds can be equipped with hea iors of the Great Kingdoms car Levies ofthe Great Kingdoms must be eauipped yi ‘of the Following: bows, crossbows or firearms m ‘A Great Kingdoms warband may include a single Sacred Ground: Memorial This Sacred Ground is inthe Great Kingdoms, lt can take the form deeds, a calvary ora smal Special Rules While you have a uni ofthe Memorial, and you can re-roll one of phase. | Warlord Caprain SE i ie Mount: Animal a) Winged Mount Mount: Beas Heavy Weapon Mount: Animal Winged Mount [Heavy Weapar Mount: Anima Winged Mount _ Behemoth 41a) | na Titan 515) | 20 [Scourge (Flight) 44) 10(4) Bipeds —_ si) impos i -| ‘Quadrupeds S(t) Imposing. Presence, esllence ) Swift )___ 20) : oe je. 2)? 1172) wait") Tombersome, Powerful Sok Presence 4(4012) Resience (1), Unarmed pac: Fears, Presence Resilience (1h 214) ‘Unarmed ase aoe Presence, Resilence(]), Unarmed LEGENDARY UNITS BheCondave seats The im ofthe Groat College of ie conde te ty ofthe et Cf Mogic ond ts composed of mest cna oer 2 ang traps co dotnet part in combat, Tht Fe dane tes amung the bolance of more then one ane Memononts ar often perry aware ofthe sana mastrs cn performs presence baie for — Jeatstnesearcone mast Legendary Unit s Pc es the Concave, cannot elude your wacbane includes ecorcerors. This unk counts asa unit of Hearthgu iipome acteristics. Tepossessas the following ch Soe Unarmed, Magical rajctlos iy. Miracles, Resi [Determinaton, Magi, Mas Magical Projectiles The Conclave can throw lightning bolts or ather mai missies, iP game torms, these projectiles count a3 crossbows, but ignore all cover the target rnight benefit From, whether itis provided by terrain, a special rule, a spell oranything ose. OF THE GREAT KINGDOMS Magic The Conclave can cast spells like aSorceror Mastery The Conclave never rolls on the Abuse of Power tale « the other han la die.c yourust olladie.OnaSorag rent maximum effe tne figure from the unit 36 2 casualty. This can” cannot be cancelled, transferred oF Ignared in an, Miractes When assembling your r ot turn (at the same time as your warbane’s Sag generated), each Figure See Sorceror. Therefore, while the Unit is intact. your n pool will be five dice mtra one fore fgure in the unit The unit knows four spe Domain of Magic Each he ‘must also lose ofits spelis. Victory Points Each figure from th when ealeulating victo Ghe Incredibleand Exeaordinary Machine Some engineers or master sorcerors are able to ive life to veritable miracles oftechnology ormagi. The Incredible and Extraordinary Machine is the most pecfect example. Whetner ‘takes the form ofc slowly advancing cuassier (with an ‘enormous cannon), or a carvage dedicated to the might of ‘Magic or the Kingdoms tutelary divinity (and which throws divinely powerful kghtaing), its imposing presence terrifies even the bravest foes Legendary Unit The Incredible and Extraordinary Machine can be recruited For 2 points. itis @ single figure War Machine Unit, With a base size between 150mm by 100mm and 200mm by 150mm. This unit possesses the following ter e can activate to with unlimited range and a bonus 0 target is within Li, i Otherwise, its shooting A After having made this and Extraordinary Machine the same turn. Firing Platform After each movement activation, the and Extraordinary Machine can activate For Fee to male shooting attack with a range of L, This activation de Not cause fatigue. During this shooting. attack, th shooting Incredible and Extraordinary Ma Aggression of 4 It Moves! The Incredible and Extraordinary movement distance of S. it can never activate to charge, andcannevermove through uneven or dangerousterrein. Victory Points When calculating victory points, the Incredible and Extraordinary Machine countsasa unit of 8 Hearthguart Machine has ve | ; y LEGENDARY WARBAN DS OF THY GheSapphire Elves ‘Awe and ancient civilisation, th t itobted from the world, which ferrup. Its aft behind only | gasiswhich keep it apprise TheBvesare the greatest maste theicarmies show unequalled discip | Unique Faction Rules Fyou choose to recrult a warba thefelowing unique rules moci faction rules. | eurwarband may not include Levies : (Ghe Order Milicane The Order Militant is the archetypal armed wing of a | ‘ehgion, composed of soldiers who are totelly devoted to their faith. They go on crusade against those who they ‘uige to be heretics or miscreants, and spend the rest of thei frce time burning witches on pyres Unique Faction Rules Iiyou decide to recruit. an Order Militant warband, the ‘unique rules modify the Great Kingdoms GREAT KINGDON Zealous Fanatics Your warband can recruit up to three units of Fanatics for 1 point each. Each of these units contains 8 Warriors: It is impossible to change this number by possesses combining your units of Fanatics! This un the Following characteristics. pooner Sec Fanatic Determination Zealous Fanatics have the Determination special rule pbut they can only use it for charge activations, not for resting ormoving. a: on by Valk pas at variety OF Err ange, thers rely on the got rh Sees, a ere vine the enemy with 0 0d line of ingaret my, s he conurbations oF Heres, ho bring cosh, ‘by accentuating re 0 options in addition to thay wri". af soc = ings aw to your troops throush thelr advanced gr ng x Taree vers who want afiexible Force wich canagoye ty” a te sara rlperecty se Paver ators « Snot eenm “Descruprions oF ApvaNceP Saca At - ENFILADE ; Sree ta genet see lwever teu you Facecring his me Mena Sc sou nt gnins 4 attack dc sted of 2 Note Sistenccncayuntmasthave 12atack de ot te moment theebinys ageredi could have tates wth fewer dice urnavegabee nore though Sage sities Fyouuse a4 erggerhis aii, you sso gta +1 bonus tbaltheatack ie you roll during ts melee RePen THE SHADOWS ede (riggered during sep 3 of melee) Fis te defense counterpart to Banish aalech dee ratherthanaiach dee ae You can ofcourse Banish Evil and Repel ‘the Shadows during the same melee! This ability allows y weapons: The.only ¢ bemore than M awa distance separating must bemore than 7 Since it completely ne aft finish shooting with unit's shooting attac Andallthat for the INSPIRATION Orders of Orie: (eriggered during your dice OR during an oppor: Inspiration i triggered a last until the end of th your opponent's, dependin ager this For the effects of Insp a fatigue on your Hero Fatigue (because they are satisfy the ability’s condit applied, Ghee trigege, and unl te unit within MCoF the Hero who vsiggese inmelee, it gains 2 bonus attack dice, which are add combat pool during step 2 oF the melee For a'unit to count as within M of the Hero, itis evouh'# ‘0n€ Of its Figures to be within M of them at . melee. Finally, note that the Hero who trigger benefit from the bonus themselves, That is wivy the text specifies ‘other friendly units’ Trean be useful to mark the Hero who triggered st {h Some way so that you and your opponent remem “ Bonus: It’s certainly a chance to let your moseling Inspiration es by creating a fitting little marker. EXHORIATION