Glyphs sorted by Set (in Release Order) and then by Name

 Set I DGlyphDuration    Power
RVAAstridPermanent    Attack +1: For each figure you control, roll one extra attack die.
RVBBrandar (2)    Artifact: The rules for this glyph varies, depending on the Game Scenario.
RVDDagmarPermanent    Initiative +8: When you roll for initiative, add 8 to your die roll.
RVEErlandTemporary    Summoning: When one of your figures stops here, you may "summon" any other figure (yours or your opponent's) by moving it to a space adjacent to the figure on the Glyph. The summoned figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you can't use the Summon power.
RVGGerdaPermanent    Defense +1: For each figure you control, roll one extra defense die.
RVIIvorPermanent    Range +4: For each figure you control with a Range number of 4 or more, add 4 to the Range number.
RVKKeldaTemporary    Healer: Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all Wound Markers from its Army Card. This glyph cannot be placed symbol‑side up in any scenario you may create.
RVMMitonsoulTemporary    Massive Curse: For each figure on the battlefield (yours and your opponents'), roll the 20‑sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe.
RVVValdaPermanent    Move +2: For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph.)
MP‑GOSSturlaTemporary    Revive: One at a time, roll the 20‑sided die for each figure destroyed in this battle (your's, your teammates' and your opponents'). If you roll a 19 or 20, place the figure in any starting zone of your choice. If you roll 1 through 19, the figure remains destroyed.
MP‑RLJJalgardPermanent    Defense +2: For each of your figures, roll two extra defense dice.
MP‑SVRRannveigPermanent    Wind: All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.
MP‑HBLLodinPermanent    Lucky Twenty‑Sider: Any time you roll the 20‑sided die while standing on the Glyph of Lodin, you may add one to your die roll.
SMBBrandar    Artifact: The rules for this glyph varies, depending on the Game Scenario.
SMCCrevcorPermanent    Common Attack +1: All common figures in your Army may add one extra attack die when attacking normally.
SMNNilrendTemporary    Negation: When one of your figures stops here, you may choose any opponent's unique figure. Roll the 20-sided die. If you role a 1 - 4, nothing happens. If you roll a 5 - 20, place the Gold Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the rest of the game.
SMOOreldTemporary    Intercept Order: When one of your figures stops here, roll the 20-sided die. If you role a 1 - 9, nothing happens. If you roll a 10 - 20, you may remove one random Order Marker from an opponent's Army Card.
SMPProftkaPermanent    Pit Trap: Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Praftka only if a friendly figure occupies an adjacent space.
SMTThorianPermanent    Thorian: All opponents' figures must be adjacent to your figures to attack your figures with a normal attack.
SMUUlanivaPermanent    Unique Attack +1: All unique figures in your Army may add one extra attack die when attacking normally.
SMWWannokPermanent    Wound: At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield.
CBItMysterious Item    Artifact: The rules for this Glyph vary depending on the Game Scenario.
CBObObject of Power    Artifact: The rules for this Glyph vary depending on the Game Scenario.
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