Classic Glyphs sorted by Name

Set I D Treasure  Glyph  Duration     Power
RV A Astrid Permanent     Attack +1: For each figure you control, roll one extra attack die.
WE‑OG GS Belt of Giant Strength Temporary     Attack +2: This figure may use this belt before rolling attack dice for a normal attack against an adjacent figure. This figure adds 2 additional dice when attacking with a normal attack this turn.
RU W Bolt of the Witherwood Temporary     Destroy 16: Ancient Artifact. After moving and before attacking with this figure, you may choose any opponent's figure within 5 clear sight spaces. Roll the 20-sided die. If you roll a 1-15, nothing happens. If you roll a 16 or higher, the chosen figure is destroyed.
WE‑GW T Bracers of Teleportation Temporary     Teleportation: This figure may use these bracers before moving. Instead of moving normally, you may place this figure on any same-level space(s) within 10 spaces of its current location. If this figure is engaged when it starts to teleport, it will not take any leaving engagement attacks.
RV B Brandar (2)     Artifact: The rules for this Glyph vary, depending on the Game Scenario.
SM B Brandar     Artifact: The rules for this Glyph vary, depending on the Game Scenario.
BW B Brandar     Artifact: The rules for this Glyph vary, depending on the Game Scenario.
AN B Brandar     Artifact: The rules for this Glyph vary, depending on the Game Scenario.
BU B Brandar's Chest     Artifact: The rules for this Treasure Glyph vary, depending on the Game Scenario.
WE‑HK BS Brooch of Shielding Permanent     Disengage: This figure is never attacked when leaving an engagement.
WE‑VW I Cloak of Invisibility Temporary     Invisibility: This figure may use this cloak at any point during its turn. This figure has no visible Hit Zones until the end of the current round or until it attacks with a normal or special attack, whichever comes first. This figure will never take any leaving engagement attacks while invisible.
SM C Crevcor Permanent     Common Attack +1: All common figures in your Army may add one extra attack die when attacking normally.
RV D Dagmar Permanent     Initiative +8: When you roll for initiative, add 8 to your die roll.
AN D Dagmar Permanent     Initiative +8: When you roll for initiative, add 8 to your die roll.
FR‑FP S Elixir of Speed Temporary     Move +4: This figure may drink this elixir before moving. This figure adds 4 to its Move value this turn.
RV E Erland Temporary     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.
AN F Felaron Temporary     Glyph Removal: Remove any other Glyph from the battlefield.
AC‑VV vF Frosa Permanent     Freeze: All water spaces are considered normal ice spaces while standing on the Glyph of Frosa. Figures do not have to stop their movement on normal ice spaces.
AC‑HP vL Gem of Lava Resistance Permanent     Lava Resistant: This figure gains the Lava Resistant special power. This figure never rolls for molten lava damage or lava field damage and does not have to stop in molten lava spaces.
RV G Gerda Permanent     Defense +1: For each figure you control, roll one extra defense die.
MI‑BO G Giant Hunter Stone Permanent     +1 vs. Large or Huge: This figure rolls an additional die when attacking or defending against large or huge figures.
AN H Haukeland Temporary     Healing: When one of your figures stops here, you may remove up to 3 Wound Markers from across any of your Army Cards.
BU H Heroic Rune Permanent     Attack +1: This figure adds 1 additional attack die when making a normal attack.
AC‑DS vH Holdir Permanent     Heroic Attack: Once during each turn, a Hero you control may add one extra attack die when attacking normally.
FR‑HF HS Holy Symbol of Pelor Permanent     Attack +2 vs. Undead: This figure adds 2 additional attack dice when attacking an Undead figure with a normal attack.
RV I Ivor Permanent     Range +4: For each figure you control with a Range number of 4 or more, add 4 to the Range number.
MP‑RL J Jalgard Permanent     Defense +2: For each of your figures, roll two extra defense dice.
RV K Kelda Temporary     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.
MP‑HB L Lodin Permanent     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.
CC‑WF vI Lorja Ivor Permanent     Range +1: For each figure you control with a Range number of 4 or more, add 1 to the Range number.
RV M Mitonsoul Temporary     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.
AN M Mitonsoul Temporary     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.
SM N Nilrend Temporary     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.
MI‑IS O Oceanstrider Amulet Permanent     Waterwalking: This figure does not have to stop its movement when entering water spaces.
SM O Oreld Temporary     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.
BU PH Potion of Healing Temporary     Heal 3 Wounds: This figure may drink this potion after revealing an order marker on its Army Card. Remove up to 3 wound markers from that figure's Army Card.
SM P Proftaka Permanent     Pit Trap: Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Praftaka only if a friendly figure occupies an adjacent space.
AN Q Quillivon Temporary     Sudden Movement: Choose up to 3 of your figures other than the one on this Glyph. You may move each of the chosen figures up to 5 spaces.
MP‑SV R Rannveig Permanent     Wind: All figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig.
AN R Rannveig Permanent     Wind: All figures with the Flying special power lose this power and cannot fly while a figure is standing on the Glyph of Rannveig.
MI‑HF R Revenant’s Tome Temporary     Unnatural Revival: Ancient Artifact. This figure may use this tome after revealing an order marker on its Army Card. Before taking that turn with this figure, place one previously destroyed Unique figure from your Army onto any empty space(s) within 5 clear sight spaces of this figure. Immediately make a normal attack with the placed figure, then destroy the placed figure immediately afterward. While the placed figure is on the battlefield, all of its special powers are considered to be negated. The placed figure is considered to have a Life of 1, and is not affected by any special powers on any Army Card or Glyph while on the battlefield.
FR‑WF P Ring of Protection Temporary     Defense +3: This figure may use this ring after an opponent has rolled attack dice for a normal or special attack against it, and before rolling defense dice. When rolling defense dice against that attack, this figure adds 3 additional dice.
MI‑VL SI Scarab of Invulnerability Temporary     Ignore Wounds: This figure may use this scarab whenever it receives one or more wounds. Roll the 20-sided die. If you roll a 1-15, ignore one of the wounds just received. If you roll a 16 or higher, ignore all wounds just received.
CC‑GP vS Searing Amulet Permanent     Searing Intensity: After moving and before attacking, you must roll the 20-sided die once for each figure adjacent to this figure. If you roll a 14 or higher, that figure receives 1 wound. Figures with the Lava Resistant special power are not affected by the Glyph of Searing Amulet.
MP‑GO S Sturla Temporary     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 18, the figure remains destroyed.
BU D Talisman of Defense Permanent     Defense +1: This figure adds 1 additional defense die when defending.
SM T Thorian Permanent     Thorian: All opponents' figures must be adjacent to your figures to attack your figures with a normal attack.
SM U Ulaniva Permanent     Unique Attack +1: All unique figures in your Army may add one extra attack die when attacking normally.
RV V Valda Permanent     Move +2: For each figure you control, add 2 to the Move number. (Do not use this power when moving off of the Glyph.)
SM W Wannok Permanent     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.
FR‑GR V Whetstone of Venom Temporary     Poison: This figure may use this whetstone before rolling attack dice for a normal attack against an adjacent figure. If that attack inflicts at least 1 wound, you may add 2 additional wound markers to the defending figure's Army Card.
AN X Xenithrax Vines (3) Temporary     Vines: If a Huge figure moves onto this Glyph, this Glyph is immediately removed from the battlefield and that figure may continue its movement. Figures standing on this Glyph roll 1 fewer attack die and 2 fewer defense dice. When a figure on this Glyph moves off of the Glyph, roll one attack die. If you roll a skull, that figure takes one wound. Remove this Glyph from the battlefield after a figure moves off of it, or at the end of the round if a figure is standing on it.
AC‑AD vX Xipta Permanent     Exchange Orders: After placing Order Markers and before rolling initiative, roll the 20-sided die. If you roll an 11 or higher, choose an opponent who must, one at a time, remove two different Order Markers from Army Cards that opponent controls, and then may place them again. Each Order Marker must be placed on a different card (or cards if your opponent has more than one common card for that figure) than it was removed from, or else it cannot be placed again this round.
AN Y Yadulkia Permanent     Disengage: Your figures are never attacked when leaving an engagement.
CC‑HD vY Yngvild Permanent     Disengage: Figures you control are never attacked when leaving an engagement.
CC‑HL vZ Zawit Permanent     Teleport: At the end of the round, you may place the figure on this glyph on any empty space(s) on the battlefield not adjacent to any other figures. If the teleported figure is engaged, it will not take any leaving engagement attacks.

 Marvel Glyphs sorted by Name

Set I D Treasure  Glyph  Duration     Power
CB It Mysterious Item     Artifact: The rules for this Glyph vary depending on the Game Scenario.
CB Ob Object of Power     Artifact: The rules for this Glyph vary depending on the Game Scenario.
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