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. |