# Sanctum: 2004 Card Change Round 1.60 SP8 ## Release Notes # #### Dec. 15, 2006 http://sanctum.nioga.net http://www.nioga.net

Welcome to Sanctum: 2004 Card Change Round, NIOGA, LLC’s fourth major release for the online collectible card game Sanctum. This release provides:

- 1 new card, Neb's Mirage, to commemorate an old contest win from June, 2000
- Over 90 community-consensus card changes for improved game balance, as discussed in the Card Change Forum
- Dozens of bug fixes
- Major technical improvements in the underlying spell framework and networking module

### Release History

12/2006 | 1.60 SP8 | NIOGA releases Service Pack 8 for Sanctum: 2004 Card Change Round
08/2006 | 1.60 SP7 | NIOGA releases Service Pack 7 for Sanctum: 2004 Card Change Round
11/2005 | 1.60 SP6 | NIOGA releases Service Pack 6 for Sanctum: 2004 Card Change Round
08/2005 | 1.60 SP5 | NIOGA releases Service Pack 5 for Sanctum: 2004 Card Change Round
06/2005 | 1.60 SP4 | NIOGA releases Service Pack 4 for Sanctum: 2004 Card Change Round
12/2004 | 1.60 SP3 | NIOGA releases Service Pack 3 for Sanctum: 2004 Card Change Round
11/2004 | 1.60 SP2 | NIOGA releases Service Pack 2 for Sanctum: 2004 Card Change Round
1.60 SP1 | NIOGA releases Service Pack 1 for Sanctum: 2004 Card Change Round
10/2004 | 1.60 | NIOGA releases Sanctum: 2004 Card Change Round
03/2004 | 1.50 SP6 | NIOGA publishes the Sanctum Rules and FAQ pages, with all-new content
02/2004 | 1.50 SP6 | NIOGA releases Service Pack 6 for Sanctum: Revolutions
01/2004 | 1.50 SP5 | NIOGA releases Service Pack 5 for Sanctum: Revolutions
10/2003 | 1.50 SP4 | NIOGA releases Service Pack 4 for Sanctum: Revolutions
09/2003 | 1.50 SP3 | NIOGA releases Service Pack 3 for Sanctum: Revolutions
08/2003 | 1.50 SP2 | NIOGA releases Service Pack 2 for Sanctum: Revolutions
07/2003 | 1.50 SP1 | NIOGA releases Service Pack 1 for Sanctum: Revolutions
07/2003 | 1.50 | NIOGA releases Sanctum: Revolutions
03/2002 | 1.25.3 | NIOGA releases “Bug Fix” 1.25.3 (Builds 81-82)
1.25.2 | NIOGA releases “Bug Fix” 1.25.2 (Builds 76-80)
02/2002 | 1.25.1 | NIOGA releases “Bug Fix” 1.25.1 (Builds 35-74)
08/2001 | 1.25.0 | NIOGA releases “Bug Fix” 1.25.0 (Builds 01-34)
03/2001 | 1.24 | NIOGA releases Sanctum 1.24 Card Text Revision
12/2000 | 1.24 | NIOGA acquires Sanctum
05/1999 | 1.22 | Digital Addition releases Sanctum: Oppositions and Whispers
1.21
1.20
12/1998 | 1.10 | Digital Addiction releases Sanctum: Bloodlines
07/1998 | 1.00 | Digital Addiction releases Sanctum (Classic)

## 1.60 SP8 (1.60.59) Release Notes

####

#### Dec. 15, 2006

Service Pack 8 (SP8) fixes several urgent (albeit infrequent) gameplay and DeckBuilder bugs that slipped into SP7. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### Major Fixes

- (0795) Moonwalk twice. When a moonwalk occurs between a “late” group that hasn't moved yet, and an “early” group that has already animated its movement, it properly moves the “late” group, instead of causing the “early” group to move a 2nd time.
- (0798) Memorize skip. Memorize now properly records spells that typeshift to non-visible persistent during their execution. This includes:
  - Bursts (all 6)
  - “Burst-like” spells: Dissolution, Pact of Mystery, Syzygy, Transubstantiation
  - “Moves-twice” spells: Fleetness, Forced March
  - Devouring
  - Drought
- (0829) 0-hp tile. When a recruit in a group with Soul Jar kills its victim by combat damage (which triggers Retribution, which triggers Soul Jar, which hops the attacker off the board), the victim's death is now properly resolved, instead of having its minion tile stuck in a permanent zombie state, showing 0 hit points.
- (0834) Jar multiple-dying crash. When a recruit in a group with Soul Jar receives 2+ dying effects in the same event micro-phase, the first one triggers Soul Jar (which hops the recruit off the board), but the 2nd and any additional effects are now quietly ignored, and no longer follow the recruit into the Jar. This prevents the recruit from dying while inside the Jar, which would cause Sanctum to crash at the start of the next turn.

####

#### Minor Fixes

- (0794) Menu trashing. When the mana selection dialog opens, it automatically closes the menu dialog, if it was open.
- (0836) Missing tiles. After training and completely untraining a new group in a town once, additional trainings now draw the new recruits' tiles normally.
- (0794) Town trashing. After training and completely untraining a new group in a town twice, the town's sidebar image is properly refreshed, even when you drag other windows over it.

####

#### DeckBuilder Fixes

- (0832) Blank flavor/monster text. Cards without flavor text or monster text no longer display those radio buttons.
- (0833) Blank error text. Any errors during login, e.g. for an invalid password, are now properly displayed in the error window.

#### Card Text Clarifications

- Random durations now use RPG-like die notation, e.g. 1d6 means “one to six”.

Category | Card | New Text | Deleted Text
--- | --- | --- | ---
Better text | Al Hakim | At start of turn, Al Hakim tells his caster the next three cards at the top of his caster's deck (after caster has drawn cards this turn), and all cards in the opponent's hand (before opponent draws cards this turn). | (Start of turn effects happen before card draws.)
Corrosion | Every town and colony no longer generates its 1 mana. |
Devolution |  | L:0, Neutral.
Karkara | Cast on friendly recruit group of 3 or more not in a structure. |
Rampage | When monster or monster group is created in square, every new monster in group gets Rampaging (+1 attack rate and +5 maximum and current hit points), and Rampage is dispelled. |
Spirit Binding | When a new monster or monster group is created on the board, recruit copies the hand and missile damage, armor, maximum hit points, and level of the first monster in that group, and Spirit Binding becomes Spirit Bound. If this increases recruit's maximum hit points, recruit is also healed by an equal amount. Recruit keeps its own attack types. |
Random durations | Cessao Rift | ... turn of casting +1d3, ... |
Earthquake | ... zero to four (1d5 - 1) ... |
Faerie Circle | ... current turn +1d5. |
Gnax | ... two to eight (1d7+1) ... |
Lava Flow | .. 1d2 ... |
Lost Mine | ... current turn +1d3, ... |
Minefield | ... two to six (1d5+1) ... |
Seelie Court | ... 1d3 ... |
Corner art | Adriel's Glamour | Globe becomes starfield. |
Orrery | Globe becomes Orrery. |
The Well | Whirlpool becomes The Well. |

## 1.60 SP7 (1.60.52b) Release Notes

####

#### Aug. 10, 2006

Service Pack 7 (SP7) provides several more bug fixes. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

SP7 is the final planned build for the 1.60 branch. The next release (1.70) will unveil a new card set!

#### Major Fixes

- (0731) Possession join. When Possession is dispelled during movement, e.g. by moving into Leechwood or Seal of Djai, and its group reverts to non-friendly, that group no longer joins with other friendly groups also moving into the same square.
- (0770) 800x600 peekaboo. The game window now opens properly when you start a game (including Trainer) in 800 x 600 screen resolution.

#### Deep Fixes

- (0735) Spell costs and effects. Some spells' effects depend on their casting cost, esp. revolvers, and spells cast on Empathy or Narh'u'ha. These effects now use the spells' unaltered cost.
  - Example: If you have an 8-mana Toy Factory in hand, and you have 4 Codex of Order spells in play, for a total cost adjustment of -4 Order mana, then your Toy Factory will cost 4 Order to cast, but will still have a duration of 8 turns.
- (0750) Tied movement. Groups that tie as described in the Movement Pipeline now move in the sequence in which their orders were given (first to last), rather than in reverse sequence (last to first).
- (0761) Monster loitering. Fixed a deep bug that caused some monsters to cease moving when no hostile groups are in play. In particular, Furies and Sand Sphinx now properly wander all around the enemy Sanctum, instead of halting “forever” on the first Sanctum entrance square they reach.

#### Minor Fixes

- (0708) Incarnate bonus. If a combat-house recruit with Incarnate dies in the round of its house's +1 damage bonus, Incarnate now properly clears the recruit's damage.
- (0734) Zero attacks. Minions who have 0 attacks due to any spell effects now show their damage capability in parentheses, e.g. "(2)".
- (0738-9) Memorize zoom. Memorize now zooms and chats a message to both players when it activates.
- (0756) Barren Land text. Barren Land no longer shows Scorched Earth's card text during a game.
- (0757) Jade Dragon zoom. Jade Dragon's expiration zoom no longer shows "Water" as its title.
- (0758) Gogar's plains. Gogar's Wrath now properly creates barren land, instead of plains.
- (0759) Gyre null target. Gyre no longer opens a spurious “null target” error window when it causes the last member of a group to die while it still has additional Chaos Features to cast.
- (0764) Pestilence period. When Pestilence is in play, all structures now show the proper "New recruit: N turns" period (equal to Pestilence's remaining duration), instead of exaggerating it by +1 turn.

#### Shell Fixes

- (0732) Taskbar icon. Activating the Sanctum window (bringing to the foreground, e.g. by clicking on it) now also activates (depresses) Sanctum's taskbar icon.

#### Trainer Fixes

- (0766) Exit stranding. At the start of scenario 1, clicking the Exit button in the Wumpus dialog now exits properly.
- (0768) Hidden arrows. At the start of scenarios 3-6, the Wumpus dialog has been moved so that it doesn't block any of the white overlay arrows.
- (0769) No-Fountain win. In scenario 6, the Keeper group now starts with some spells (including a Necromancer!). You really do need to cast your Fountain of Youth spell to beat them now.

####

#### Card Text Clarifications

Card | New Text | Deleted Text
--- | --- | ---
Awaiting | When any monster is created, monster's group disappears until Awaiting expires. | When any monster group is created, group disappears until Awaiting expires.
Clandestine | Caenedor | Caendor
Fae Gift | Archers prefer to shoot minions without Fae Gift. |
Gifts of the Fallen Venom'd Blade | Diary of Vlad Hrothgar | Vlad Hrothgar's Diary
Hapax Legomenon | The next spell cast by any player ... | When any player casts a spell, that spell ...
Jade Gargoyle | Cast on friendly recruit (even in group that cannot add recruits). |
Lienna's Steed | Flavor text: ... my steed will live on as long as the forests remain ... | ... along as ...
Lycanthropy |  | Monster text: (or territorial if neutral)
Panopticon | Structure's 1 mana cycles through all six mana types, in cosmogonic order: Order, Strife, Clarity, Mystery, Will, World. | Structure's 1 mana cycles through all six mana types, beginning with Strife.
Rakshasa | H:2/M:2 A:1 HP:12 L:2 | A:0
Swamp Swamp Land | Group in swamp can exit only in the direction from which any group most recently entered that swamp. | Group in swamp can exit only in the most recent direction from which any group entered that swamp.
Teleportation | On each turn thereafter, before movement: (i) if any novices were trained in target structure that turn, Teleportation is dispelled; (ii) otherwise, for all new recruits created that turn in other friendly towns and colonies, and which remain in their groups, those recruits' groups are teleported to target structure. | Before movement, if any novices were trained in structure that turn, Teleportation is dispelled. Otherwise, for all new recruits created this turn in other friendly towns and colonies, and which remain in their groups, the new recruits' groups are teleported to this structure.
Toy Factory | At start of turn, if square is empty or contains friendly Combustioneers, ... |

## 1.60 SP6 (1.60.41b) Release Notes

####

#### November 2, 2005 (Development completed: Oct. 11, 2005)

Service Pack 6 (SP6) provides several bug fixes. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### Major Fixes

- (0669) Dying-cancels. (a) Ergotism and Larval Imp now properly restore the minion to life. (b) Soul Jar no longer crashes at the start of the next turn if it dispelled some individual spells on the target recruit. (c) Necromancer's effect no longer gives a double penalty.
- (0670) Hop death crash. Soul Jar and Vision Quest no longer crash when the affected recruit dies while being removed from its group. This can happen if the recruit loses hit point-boosting group spells (e.g. Fortitude), and is thereby reduced to non-positive hit points. (See 0666 in SP5.)

#### Minor Fixes

- (0672) Permanent pave. When a temporary terrain (Deluge water or Lava Flow lava) causes Icecaps or Uproot to die, and they pave their square to ice or forest, this now properly dispels Deluge or Lava Flow's temporary effect, and the square no longer changes again to plains or barren.
- (0673) Symmetric bad plains. Symmetric games using the Badlands and Volgaria maps no longer create 2 vertical columns of plains squares along the red player's right edge of the board.

#### Card Text Clarifications

Card | New Text | Deleted Text
--- | --- | ---
Adriel's Timepiece | The player without Initiative gains Initiative. | Swaps Initiative.
Al Hakim | (Start of turn effects happen before card draws.) |
Bard | Bard gets +2 armor, and does not deal hand or missile damage. |
Belvario's Horn | When recruit's group moves into a structure, Belvario's Horn is dispelled. ("Moves" effects happen before any "enters square" effects.) | Dispelled when recruit's group enters structure.
Bestiary | ... of structure owner's deck ... | town
Dryad's Favors | A new recruit of the same nation and class is created in square, and the new recruit disappears for turn of casting +3. (Group reappears if ... | At start of turn of casting +3, one new recruit of the same nation and class is created in square. (Group is created if ...
Ergotism | When recruit is dying, recruit returns to life, is fully healed, ... |
Fog of War | All minions are concealed from both players. (Minions concealed from both players cannot be targeted by individual spells.) | ... both sides ...
Gorgon's Gaze | ... for having been hit by ... | ... for having been struck by ...
Hapax Legomenon | When any player casts a spell, that spell cannot be cast again for the rest of the game. | The next spell cast from any player's hand ...
Hollow Jester | Creates a Misfit swordsman. Group cannot add any new recruits. At start of turn, a random recruit in group other than Hollow Jester gets Chaos Feature. Duration: N turns, where N is the number of recruits in group on turn of casting. | Hollow Jester is a Misfit swordsman. ... random other recruit ...
Jade Gargoyle | When any individual spell is cast on a member of group, and does not cause member to leave the group, a copy of that spell is cast on Jade Gargoyle. | ... and member remains in group, ...
Karkara (monster text) |  | If Karkara is dispelled, target recruit group reappears, and it executes Karkara's movement order. If Karkara dies, target recruit group is removed from the game.
Law of the Land | Helper spell title is Rule of Law. |
Memorize | When opponent casts any spell, a copy of that spell is added to the top of caster's deck, altered to caster's house and mana types, and Memorize is dispelled. | The next spell opponent casts is added to the top of caster's deck, altered to caster's house and mana types. Dispelled when triggered.
Natural Order | (This does not change terrain or destroy colonies.) |
Nihil | ... (cumulative, -3 hand and missile damage, regains +1 damage per turn for 3 turns). |
Nihil (helper text) Shadow's Chill | ... for having hit ... | ... for having struck ...
Ogi | These spells have no casting cost for Ogi's caster while Ogi is in play | ..., and they have no casting cost for Ogi's caster while he is in play.
Prohibition | On turn of casting +1, ... | Next turn, ...
Rakshasa | Can be targeted by archer spells and swordsman spells. | Can be targeted by both archer and swordsman spells.
Seelie Champion Talisman of Souls | ... for each subsequent alteration cast on recruit or its group. |
Seelie Court | Structure generates mana and creates novices while off the board. |
Shadowmasque | ... swordsman gets Shadow's Chill (-1 hand damage, regains +1 hand damage per turn until penalty is reduced to 0). |
Shapeshifter | These spells have no casting cost for Shapeshifter's caster while Shapeshifter is in play. |
Soul Jar | ... recruit returns to life, is fully healed, has all group and individual spells dispelled, and disappears, and Soul Jar is dispelled. (Recruit's new group reappears ... | ... recruit disappears, is fully healed, and has all group and individual spells dispelled, and Soul Jar is dispelled.
Transubstantiation: | Cast on globe. |
Unerring Focus | Recruit's attacks are at level 5, and cannot be dodged, regardless of its opponent's level. | ... always hit and ...
Vision Quest | Recruit is fully healed, has all group and individual spells dispelled, gets +2 levels and Rite of Growth (+1 hand damage and +4 HP), and disappears for turn of casting +2. (Recruit's new group reappears ..." | Recruit disappears for turn of casting +2. Recruit is fully healed, has all group and individual spells dispelled, and gets +2 levels and Rite of Growth ...
Warlord | Warlord gets +3 hand damage. Other swordsmen in Warlord's group get +1 hand damage. | Warlord gets +2 hand damage. All swordsmen in Warlord's group (including Warlord) get +1 hand damage.
Winged Monkeys | ... if both groups are still alive ... | ... if both groups have survived, ...

## 1.60 SP5 (1.60.36) Release Notes

####

#### August 20, 2005

Service Pack 5 (SP5) provides several bug fixes. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### Card & Game Engine Changes

- (0660) Primeval Uproot. Uproot now creates the 3 Tree Men before it paves the square's terrain to barren land. If the target forest square had Primeval Forest, all 3 Tree Men will get the Primeval Strength bonus. Rationale: This gives Nature a useful high-end, in-house card combination, while maintaining a reasonable power level for its cost.
- (0664) Terrain effects race. Eliminated the race condition in the “at start of turn” phase between damaging/fatal terrain effects and all other “at start of turn” effects. Damaging/fatal terrain effects have been moved to a new “after start of turn” subphase immediately after the “at start of turn” phase. (Legacy) This has been added to the Rules and FAQ | Rules Pages | Pipelines | Phases of a Game Turn section, Phase 1: Start of Turn, as a new item (c).
- (0665) While untrained. Ancestral Home, Bestiary, Teleportation, and Usam University are now triggered or dispelled only by training novices interactively (c.f. Djinni Debate). They now ignore recruit creations from spell executions or spell effects. Rationale: This gives the structure owner more control over the spells' side-effects or lifetimes, and eliminates confusion caused by unexpected triggers.

#### Critical Fixes

- (0653) Academy loyalty. Kumatru Academy now creates graduates friendly to the structure's current owner, not to the spell's caster. (From 1.60.25b, SP3)
- (0654) Damage pong crash. Combustioneers vs. Accursed Minion and Combustioneers vs. Combustioneers no longer crash. (From 1.60 SP4's fix for 0647)
- (0655) Ctrl-Enter hang. The Ctrl-Enter key combination is now disabled in games. This prevents either player from accidentally or maliciously causing the other player to hang.
- (0667) Full lobby crash. Sanctum no longer crashes when entering, switching to, or returning from a game into a realm that has 30+ other accounts already present.

####

#### Game Fixes

- (0658) Bella's on entrances. Bella's Sigil now properly triggers against monsters in adjacent Sanctum entrance squares.
- (0659) Fortitude and pets. When Bellwether or Brother Wolf are cast on a group with Fortitude, they are now properly created fully healed, instead of with 10/12 hit points.
- (0661) Berserkers race. Eliminated a race condition between Berserkers and Cannibalism/Sawbones, in which a friendly death caused by the latter during the “after combat” phase could cause Berserkers to display a temporary bonus until the next start-of-combat phase. Berserkers now clears its bonus again “after all combat”. (Legacy)
- (0662) Eager graduates. Kumatru Academy no longer produces a graduate on the same turn it is captured (if it was scheduled to produce one that turn). (Previously, it would add a graduate into the capturing group.) The Rules and FAQ | Rules Pages | Pipelines | Phases of a Game Turn section, Phase 1: Start of Turn, items (e) and (f), have been updated accordingly.
- (0663) Barren structures. Badlands and Volgaria map realms now properly generate plains terrain for all Sancta, Sanctum entrance squares, and starting towns, instead of barren land.
- (0666) Non-positive HPs. Minions that are reduced to non-positive hit points by dispelling their HP-boosting spells now die immediately, as part of the dispel's spell execution, instead of surviving through the movement and combat phases (and dying in the next start-of-turn phase). Note: This case occurs when a minion (1) gets some HP-boosting spell(s), e.g. Veteran; (2) gets some HP-decreasing spells, e.g. Salted Wounds; (3) takes enough damage such that (1) is the only thing keeping him or her alive; and then (4) something dispels (1) without dispelling (2), e.g. Arcane Stigma.

> ####

#### Networking Fixes

- (0656) Hotseat file collision. Hotseat games (played by running 2 copies of Sanctum on the same PC) now work properly. Fixed a file collision caused by both copies of Sanctum trying to open the same cached file for writing simultaneously. (From 1.60 SP4's fix for 0639) Note: Hotseat games are always unranked.

#### Card Text Clarifications

Topic | Card | New Text or Deleted Text
While untrained (0665) | Ancestral Home Bestiary | When any recruits are created in structure Before movement, if any novices were trained in structure that turn, ...
Djinni Debate | Dispelled before movement after two or more recruits are trained in structure in the same turn, or if structure is captured. Before movement, if two or more novices were trained in structure that turn, Djinni Debate is dispelled. Dispelled if captured.
Teleportation | Before movement, if any novices were trained in structure, Teleportation is dispelled. Otherwise, .... Dispelled when any recruits are created in structure, or if structure is captured. Dispelled if captured.
Usam University | Dispelled when any recruits are created in structure, or if structure is captured. Before movement, if any novices were trained in structure that turn, Usam University is dispelled. Dispelled if captured.
Clarifications (0657) | Itrokos Gate | Creates a minion monster group
Jumping Land | If mountain enters Void, it falls in (mountain, and any group on the mountain, are removed from the game).
Karkara | If Karkara is dispelled, Karkara is removed, its target group reappears, and it executes Karkara's movement order.
Karkara Crew | When this spell is dispelled, Karkara is removed from the game, and the Karkara's its target recruit group reappears, with all damage and spells intact, and it that group executes Karkara's movement order that turn. If Karkara dies, its target recruit group is removed from the game.
Protective Cover | ... the Imp takes the damage instead receives an equal amount of magical damage (and recruit receives no damage). (Magical damage ignores armor, immunities, and spells.)
Terrain effect phrases (0657) | Deluge Jade Dragon | (Each minion drowns (dies) in water when water is created, when minion enters square, after start of turn, before movement, and before combat, unless minion has Waterwalk. Water blocks movement unless group has Waterwalk.)
Firewyrm | Firewalk.
Firewyrm Lava Flow | (Lava causes 3 hit points of damage after start of turn unless group has Firewalk.)
Golden Grove | (Minions in forest are concealed, and cannot be targeted by enemy individual spells.)
Haunted Forest | (Minions in forest are concealed. Concealed minions cannot be targeted by enemy individual spells.)
Ice Age | (When group enters ice, group slides in its direction of travel to the first non-ice square, or the first square that blocks movement. A sliding group ignores other groups in all squares except the last square, and all spells in squares except the first ice square and the last square. Flight does not prevent sliding.)
Maelstrom | (Void removes group from the game when Void is created, when group enters square, after start of turn, before movement, and before combat. Void does not block movement.)
Nereid's Curse | (Group may cross water, and does not drown in water.)
Terrain Bind | Structures and Sanctum entrance squares count as plains.
Card Changes | Uproot | Target square becomes barren land. Creates 3 Uprooted Tree Men. Creates 3 Uprooted Tree Men. Target square then becomes barren land. (0660)
Terrain effects race (0664) | Inundate Void Water terrain Void terrain | when ... created, when ... enters square, at after start of turn, before movement, and before combat ...
Lode Star Ring of Fire Salamander Lava terrain | (Lava causes 3 hit points of damage at after start of turn unless group has Firewalk.)
Oasis Sand Sphinx Wasteland Desert terrain | (Desert causes 1 hit point of damage at after start of turn unless group has Desertwalk.)
Volcano Volcano terrain | (Volcano causes 5 hit points of damage at after start of turn unless group has Firewalk. ...

## 1.60 SP4 (1.60.31) Release Notes

####

#### June 17, 2005

Service Pack 4 (SP4) provides several bug fixes. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### New Feature

####

- (0638) Fanfare option. The in-game menu now has a Fanfare On/Off button to enable or disable the start-of-turn trumpet sound.

#### Major Fixes

- (0640) Neutral Debate. When Djinni Debate is cast on a neutral town, and is then dispelled, it now properly restores the town's mana production.
- (0644) Plaguelings OOS. Recruits that are “created dead” no longer raise any death events for either player. (Exemplar: This happens whenever a 7-hp novice is trained into a group with Plague while in a structure with Changelings.) This fixes an out-of-sync error when Khobai is in play, where only the local player (the one training the recruits) would see Khobai gain hit points for every “created dead”recruit.

#### Game Fixes

- (0642) Swamp shuffle. When a group enters a swamp, and another group already in that swamp exits in the same movement phase, in that order, the first group is no longer trapped in the swamp, and can still exit normally.
- (0643) Errant Focus. Unerring Focus now works properly when its host has 2 or more attacks per round. All of its hosts' attacks hit, regardless of its opponent's level. (Legacy)
- (0645) Sancta Loch. Loch Dweller now ignores its caster's Sanctum when looking for enemy groups to fight. (It could still appear adjacent to its caster's Sanctum if that square is also adjacent to another friendly structure.)
- (0646) Neutral Ghost. Ghost Town on a neutral town no longer creates an indestructable colony.
- (0647) Magical damage during combat.

1. Most spell effects that inflict (or redirect) hit points of magical damage during combat now inflict “kills” deaths by specifying the proper attacker. This applies to: Deflection, Foresight, Protective Cover (against an Imp attacker), Thermites (when its victim has 0 armor left), Whipping Boy, Combustioneers' death effect, and Giant's rock.
2. All of the effects in (a) now properly trigger the following “when killed by” effects (if otherwise eligible): Atonement, Gorgon's Head, Jinx, and Unicorn Herd.
3. The following effects also inflict hit points of magical damage during combat, but still do not specify an attacker, so they won't trigger any of the effects in (b): Karillian Venom's effect and Volgaris's Lightning Bolt.
4. The following effects have been changed to the more generous policy of “dies in combat”, so they are triggered by all effects in both (a) and (c): Fingle's Folly, Minotaur, Obsidian Dragon, Wyrmling.

> ####

#### Networking Fixes

- (0639) Fault-tolerant downloads. For files that are downloaded from the server (spell costs and players' card collections), any failures during downloading (esp. due to transient network errors) no longer erase the previous versions of those files. In this event, Sanctum and DeckBuilder will fallback to the last good copy of those files.

#### Card Text Clarifications

Card | New Text or Deleted Text | Comments
Fingle's Folly | When If Fingle's Folly dies in combat, ... (0648) | The phrase “dies in combat” means that any death during combat (while the combat window is open) will trigger the effect. This includes deaths caused by spell effects (e.g. Accursed Minion) or points of magical damage (e.g. Karillian Venom's effect), even if there is “no attacker to blame”. See also 0647(d) in Game Fixes.
Minotaur | If killed by Minotaur dies in combat against a recruit group, ... (0648)
Obsidian Dragon | If killed by Obsidian Dragon dies in combat against a recruit group, ... (0648)
Wyrmling | If killed by Wyrmling dies in combat against a recruit group, ... (0648)
Questing Beast Quest | Target group ... cannot join groups, add new recruits, or enter structures, ... (0641) | A group with Quest can add new recruits normally. If it's in a friendly structure, you can train new recruits into it. You can cast recruit-creating spells on it.
Swamp Land Swamp | Group in swamp can exit only in the most recent direction from which any group entered that swamp. (0641) | See also 0642 in Game Fixes.

## 1.60 SP3 (1.60.25c) Release Notes

#### December 13, 2004

Service Pack 3 (SP3) closes one major security loophole, and provides several bug fixes. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### New Feature

- (0628) Default realm terrain. Each realm now has a default terrain. Veldt, Arboria, and Great Frost default to plains (same as before). Badlands and Volgaria default to barren land. The Rules and FAQ | Rules Pages | Map and Realms | Terrain Generation section, 2nd item has been updated accordingly.

#### Critical Fixes

- (0626) Tag crash. If you accept a challenge while you're editing your tag, your tag editing session is cancelled, instead of causing Sanctum to crash at the end of the game.
- (0633) Initiative peeking. Initiative for a game is no longer displayed before players choose their decks.

#### Lobby Fixes

- (0632) Tag pasting. (a) The tag length limit is now properly enforced when editing the tag in the lobby, and also when pasting from the clipboard, both in the lobby and on the Login page. (b) On the Login page, when pasting into the Login or Password fields, all forbidden characters, and all characters beyond the fields' length limits, are automatically deleted.

#### Game Fixes

- (0627) No sound card. On a PC with no sound card (or with the sound card disabled), Sanctum no longer pops up an error window for every sound file it attempts to play.
- (0629) Court recheck. Seelie Court no longer dispels after a spell requirements recheck.
- (0630) Awaiting Quest. The relation hunters (Alabaster Guardian, Questing Beast, Tindelhunden) now work properly when cast while Awaiting is in play. In particular, Questing Beast is no longer “created free”.
- (0634) Debate Exchange. Djinni Debate now dispels properly when 2 or more new recruits are trained in the same turn, even if all or all but 1 of the new recruits are taken by Ch'tai Exchange spells cast in the same turn.
- (0635) Renegades recheck. Renegades no longer dispels after a spell requirements recheck when its group has 4+ recruits. In particular, Renegades on a group of 3 now remains in play properly even after another spell executes that (a) adds a 4th recruit and (b) also forces a recheck, e.g. Bellwether, Hollow Jester, Diomesia on a group of all swordsmen, Olotus on a group of 3 Cyclopes (who don't already have Rite of Growth), etc.

#### Card Text Clarifications

Card | New Text or Deleted Text
Assassin Bear Spirit Bloodlust Bow of Quickening Marksman Rain of Arrows Rampage/Rampaging Weapon Master | New terminology: +1 attack each round attack rate
Fusillade | +1 attack attack rate
Bella's Sigil | Added phrase: (Any monsters who join this group later are not affected.)
Citizens' Militia | Before combat, they appear in structure if structure is empty and a non-friendly group is adjacent.
Clandestine | Added phrase: (recruit is concealed; concealed minions cannot be targeted by enemy individual spells).
Dissolution | Next turn, opponent has all spell casting costs adjusted by +1 primary and +1 secondary mana of opponent's mana types per spell.
Ill Winds | Missile attacks by minions friendly to caster ignore opponents' armor. Archers hostile to caster get -1 missile damage.
Leechwood | When cast, and at start of turn, groups in all affected squares have all spells dispelled. When group enters square, group has all spells dispelled.
Lienna's Steed | Group's movement orders are cancelled. During movement, group moves one square diagonally toward opponent's edge of the board.
Pestilence | Added phrase: When any structure creates any novices, those novices are eliminated.
Seal of Djai | At start of turn, group in square has all spells dispelled. When group enters square, group has all spells dispelled.
Syzygy | Next turn, caster has all spell casting costs adjusted by -1 primary and -1 secondary mana of caster's mana types per spell.

#### End of Release Notes for 1.60 SP3.

####

## 1.60 SP2 (1.60.22) Release Notes

#### November 14, 2004

Service Pack 2 (SP2) fixes one major bug and a few minor ones. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### Critical Fixes

- (0621) Loch OOS. Loch Dweller no longer causes out-of-sync (checksum) game errors after it appears and fights.

#### Game Fixes

- (0622) Bella's recheck. Immobility from Bella's Sigil no longer expires whenever another spell executes on the monster, or a conjuration on the monster expires..
- (0623) Master Vampire vs. monsters. Master Vampire no longer creates a junior Vampire after its group kills any monsters by combat damage.
- (0624) Eat and Run sound. Eat and Run now plays the “eating” sound effect when it executes.

#### End of Release Notes for 1.60 SP2.

##

## 1.60 SP1 (1.60.21) Release Notes

#### November 2, 2004

Hot on the heels of 1.60's release, 1.60 Service Pack 1 (SP1) fixes several urgent bugs that somehow eluded our valiant Public Beta testers. (Numbers in parentheses are NIOGA’s Beta bug tracking IDs.)

#### Critical Fixes

- (0619) Atonement blame. Atonement now ignores non-attacker deaths (including deaths outside of combat), instead of triggering and crashing.
- (0620) Sawbones alone. Sawbones no longer crashes when it ends a combat as the only member of its group.

#### Game Fixes

- (0616) Debate dispel. When Djinni Debate is dispelled off a structure, it now properly restores the structure's previous mana type.
- (0617) Ulanoth pump. All “-n damage (before checking armor)” effects that result in a negative damage quantity -|d| are now properly rounded up to 0, instead of pumping their host minion's armor by +d. This was most noticeable for Mark of Ulanoth, since its -4 adjustment is naturally greater than an unenchanted archer's damage of M:2, resulting in d = +2 or +3 per shot!
- (0618) SoZ infect. Sword of Zana and Sword of Zana II now properly infect new members of the group when the group is in a structure.

#### New Game Rule

- (0615) Moves-twice join. When 2 or more groups, some or all of whom have any “moves twice” spells, join during the first movement phase, the joined group's movement direction for the 2nd movement phase is now determined by a new, simplified game rule:

  > The winner is the last group to animate its movement (among those groups that had any moves-twice spells).

- This rule applies to all “moves twice” spells: Amok, Eat and Run, Fleetness, Flying Carpet, Forced March, and Gale Force. It automatically applies to all future “moves twice” spells we may create.
- The new, simplified rule is consistent with the old behavior in Sanctum 1.24 to 1.50 SP6 for the most common cases of moves-twice joining.
- It's better than the old behavior for some special cases (because it's simpler). From experience, players never fully understood the old behavior, and they thought the special cases were bugs!
- The following table gives a comparison of the old behavior (as of 1.50 SP6), the “buggy” behavior in 1.60.20b, and the new, simplified behavior in this release (SP1).
- Note: A stationary group already in a square is defined to be the “fastest” group, and it implicitly animates its (non-)movement first, before any other groups animate walking into that square.

| 1.24 to 1.50 SP6 | 1.60 | 1.60 SP1
The Moves-Twice Join Rule | Among those groups with moves-twice spells: If all of the moves-twice spells involved in this join are the same kind (e.g. all Flying Carpet), then the first group to animate its movement wins. Otherwise, the last group to animate its movement wins! (Ignore any groups that have no moves-twice spells.) | The “fastest” group wins (no matter which group has the spells). | Among those groups with moves-twice spells, the last group to animate its movement wins. This is similar to the old (b). The old (a) special case has been eliminated.
Case 1: Group B with a moves-twice spell moves into stationary group A. | Since group B is the only group with a spell, both (a) and (b) agree: group B wins. So the joined group repeats B's movement. | Since group A is stationary, it is fastest. Then A wins (regardless of the fact that B had the spell!) So the joined group repeats A's movement, i.e. it stands still. | Same as the old (b): Group B “wins”, and the joined group repeats B's movement.
Case 2: Group B with Flying Carpet moves into stationary group A with Flying Carpet. | This is case (a). Since group A is stationary, it is fastest, and animates its (non-)movement first. So A wins, and the joined group repeats A's (non-)movement, and stands still. At the time, this was not a bug. As you can see, it's perfectly “consistent” with the old rule - even if you never understood the old rule! | Same as above. Group A wins. | Same as the old (b)! Group B wins! This is better because it's simpler. Now group B wins, no matter who has which spells.
Case 3: 4-way head-on collision. Groups A, B, C, and D move into the same square (and animate in that order). They each have their own spell! | 3.1 If all 4 spells are the same, then A wins! 3.2 If all 4 spells are different, then D wins! 3.3 If A, B, and D have one kind of spell, and C has a different kind of spell, then C wins! | Group A wins, no matter what. Its simplicity did have a certain charm. Alas, too many players were accustomed to Case 1, so they reported this as a bug. | Group D wins, no matter what. This is visually appealing. The last group that walks in just “keeps on going”, and that's how the joined group moves.

#### End of Release Notes for 1.60 SP1.

## 1.60 Release Notes

#### October 30, 2004

### Technical Improvements in 1.60

Version 1.60 represents a major evolution in Sanctum's underlying infrastructure.

- Networking. The networking module has been completely re-implemented to support the lobby, game, and NIOGA's Log Viewer seamlessly and consistently.
- Game auto-reconnect (client half). NIOGA recognizes that disconnections during a game have been a constant source of frustruation for Sanctum players since Sanctum's first release. To resolve this issue, NIOGA has devised a complete game auto-reconnect protocol that would allow a game to be resumed after a disconnection, similar to many other online games. The client portion of game auto-reconnect is implemented in 1.60. Known limitation: The server portion of game auto-reconnect has not been implemented yet. Finishing this will be NIOGA's priority for 1.70.
- Port management. Sanctum now implements automatic fallback through the list of available server ports, for both lobby and game. This means it tries each port in succession until it finds one that works. Thereafter, it will always try that port first. (See Game port management in the Bug Fixes section, Lobby Fixes subsection.)
- HTML Contents. Sanctum's Contents page (after the Login page) is now rendered entirely using HTML. In an upcoming Service Pack, we'll use this capability to bring you dynamic news content.
- Avatar management. Sanctum's handling of lobby images, including avatars and states, has been completely redesigned. Images are now stored in external image archives. A fringe benefit is that avatar images are now in 256 colors! In upcoming Service Packs, we'll add automatic image downloading, to support Cabal images, lobby trophies, and other visual improvements.
- Spell framework. Every spell in the game has now been updated to NIOGA's modern spell framework. At the heart of this new framework is a simple objective: “The same text phrase shall have the same effect.” From all Sanctum card texts, we've identified a set of fine-grained capabilities, where a capability is roughly a phrase or sentence on one or more card texts. We've implemented each capability as a reusable layer, like one floor of a building. Spells are then defined as combinations of capabilities, by simply stacking multiple capability layers, in (almost) any order. This approach provides numerous major advantages:
  1. It guarantees consistent behavior among all cards that share the same text phrase.
  2. It greatly reduces each spell's customized (non-shared) code, by about 90%. In fact, for about half of all spells, this approach eliminated all of their (non-shared) code, and they reduced to only a list of their capabilities!
  3. A spell's definition now reads almost like its card text. This makes it much easier to discuss and maintain existing spells, and to write new spells.
  This update covers all 515 “real” spells (the ones in your collection), plus all helper spells that are internal to Sanctum's game engine.

### New Card: Neb's Mirage Long ago (in June 2000!), Digital Addiction announced that they would create a new card in an upcoming expansion set to commemorate a contest winner. NIOGA honors that contest win by creating Neb's Mirage for two long-time Sanctum players, Nebuchadnezzer and Nebuchadrezzar. In a testament to Sanctum's longevity, both players are still active within the Sanctum community! #### Card Description Neb's Mirage is a new Death Uncommon. It is functionally identical to Mirage, except that it may be cast only in desert. Its casting cost is 2+2 (Mystery/Will), to prevent other houses from easily splashing it. Neb's Mirage is considered to be a version of Mirage. This means you may have at most 4 total of Mirage and Neb's Mirage in any deck. #### Distribution Policy Neb's Mirage is (temporarily) in the Whispers card set. NIOGA reserves the right to change this later, after we decide on a permanent “home” for it. Every ranked account (as of the date of this release) will receive 1 Neb's Mirage. Every Beta Tester for the 1.60 cycle will receive 1 additional Neb's Mirage. Nebuchadnezzer and Nebuchadrezzar will receive 4 Neb's Mirage each! Neb's Mirage will also be included as a “bonus” card with certain purchases. Details will be announced later. #### #### Design Notes 1998. Mirage (Mind Uncommon) originally had a casting cost of 4 Will. This made it readily accessible to every Will house. In particular, Abomination (Will/Strife) relied on 4 Mirage for movement control and early-game town denial, and became one of the top houses. Oddball Death and Making decks could also use Mirage by “going reverse”. May 1999. Sanctum: Oppositions introduced Shifting Sands (Death Common). This gave Death the interesting combination of Shifting Sands + Mirage, which is like a “half-Void”. May 17, 2000. Mirage was recosted at 2 Will 2 Clarity, to prevent other houses from splashing it easily. This was primarily to remove Abom's access to Mirage, as it was deemed that Abom should not be a movement-control house. Unfortunately, it also eliminated the Shifting Sands combo. Oct 2004. Neb's Mirage puts the teeth back into Shifting Sands. Its 2+2 cost fits Death's mana path much better than old Mirage's 0+4. Look for this combo to become a staple in Death decks. #### The Contest Win In the June 16, 2000 Sanctum Update newsletter, Digital Addiction announced that a certain Sanctum player had won a contest by purchasing their 5 millionth card. “This means we'll be using him as a basis for a card in our next expansion set.” By an odd coincidence, there were (and still are!) two Sanctum players with almost the same name, Nebuchadrezzar and Nebuchadnezzer. Records after the announcement are sketchy, and it appears that both players were contacted, and separately informed that they had won. Fortunately, though, the solution was plain as the 'r' at the end of their names: Their names are too long! By shortening their name to something that fits on a small card, NIOGA was able to create a new card that commemorates both players. Have fun in the sand! | Front view Back view Top view

### New Features in 1.60

Numbers in parentheses and bold font are NIOGA’s Beta bug tracking IDs.

Lobby | (0480) Click tag to edit. You can now edit your tag in place, without leaving the lobby. Left-click on your own tag to begin editing it. Type Enter when done, or Esc to cancel editing. Type Ctrl-Enter to insert a newline. | Known limitation (0605): Editing your tag does not update the server's copy of your old tag. All players currently in the realm will see your new tag, but players who join the realm later will still see your old tag. If you change realms, you will revert to your old tag. To force the server to update your tag, you have to Return out of the lobby, then click Play to re-enter the lobby.
DeckBuilder | (0589) Pile tiles. DeckBuilder's pile tiles are now usable. They no longer vanish whenever their deck view is inactivated, and they are saved and restored properly in .dck files. |
Graphics | (0493) Corner art management. Board corner art now obeys the principle “last-cast wins”. That is, each corner displays the art determined by the most recently cast spell that affects that corner. When that spell leaves play, its corner immediately displays the next-most-recent spell's art, etc. |
globe | Adriel's Glamour | Orrery
whirlpool | Destiny Manifest | The Well
Graphics | (0512a)(0562b) Farm-Boy weapon art. Swordsmen with Farm-Boy now display a pitchfork, while archers display a sling. |
Farm-Boy swordsman | Farm-Boy archer
Graphics | (0562a) Vivant weapon art. | Vivant
Graphics | (0526) Terrain-walk stripes. Every minion tile now draws vertical stripes for all of that minion's terrain-walking abilities, between the level stars and stats: yellow for desertwalk, red for firewalk, blue for waterwalk, brown-and-white for mountainwalk, and cyan double-wings for Flight. |
Terrain-walk stripes | Flight icon
User Interface | (0577) Spell owner dots. Every spell in play now draws a colored box in its caster's color, to the left of the spell's name: red or blue for spells cast by the Red or Blue players, white for spells cast by the “neutral player” (game engine). (0516)(0534) Cumulative helpers. “Cumulative” helper spells now appear only once in a minion's spell list. They show their quantity as “x(n)” in the spell list, and in a “Quantity” field at the bottom of the spell's large card. Affects: Cockatrice's Gaze, Gorgon's Gaze, Strider's Venom, Thermite Damage. |
User Interface | (0579) Moves-2 UI. A player-controlled group with “moves-2” speed now shows all eligible movement boxes to a range of 2 squares, and move order arrows for diagonal and 2-square moves. |
Movement boxes for a moves-2 group, showing a diagonal N movement arrow
2-square NW | diagonal W | diagonal S
Game Engine | (0572) Moonwalk alert. Whenever a group moonwalks, the game engine now chats an informative message to both players. |

###

### 2004 Card Change Round

In March, 2004, NIOGA opened public discussion on the 2004 Card Change Round in the NIOGA Forums. After a spirited month-long discussion with the player community, we arrived at a consensus for a set of card changes to improve Sanctum's game balance.

The 2004 Card Change Round focuses on improving the less-used cards, either by reducing their casting costs, adding new capabilities, or completely changing their effects. Note that we have deferred the trickier issue of balancing entire houses to a later release. Also, most staple cards that are already widely used are unchanged. However, a few “staple” cards were judged to be undercosted, and had their casting costs increased!

Casting cost changes are summarized below. Generally, whenever there are multiple spells that do the same thing, we applied the same cost changes to all of them. Our guideline for casting costs is: Same effect, same cost. It follows that a weaker effect should cost less, and so on.

- Concealment: Decreased by 1 mana (unless it already cost only 1). Experience has shown that concealment has not been a significant game-deciding benefit in most games, so it deserves a discount. Affects: Chaos Fog, Inscrutability, Ogi's Gauntlet.
- Individual dispel: Decreased to 2+0 (from 3+0 or 4+0). Affects: Ritual Cleansing, Shell of Gold, Winnowing Sigil. Individual dispels that also have an additional effect were decreased to 3 mana (from 4 or 5). Affects: Arcane Stigma, Second Chance, Wrack. This change should encourage players to include, and cast, more individual dispels.
- Extra attack: Decreased to 3 mana (from 4). Affects: Assassin, Bloodlust. (Assassin's actual cost of 2+2 includes a 1-mana cost for its anti-Hero capability.) For 4 mana, you could add an extra recruit (see below), or make a minion die. Getting only 1 extra attack is usually less total benefit than having an extra recruit's attack, hit points, and armor, so it should cost less than 4.
- Extra recruit: Decreased to 4 mana (from 5). Affects: Dark Minion, Sawbones.
- Weapon-maker: Decreased to 3+1 (from 4+1). Affects: Master Bowyer, Master Smith. These spells usually give a 1-mana bonus every other turn. So you need 10 turns to make a “profit”, which we deem to be long enough of a wait.

House | Card | Cost Decreased | Old Cost | Cost Increased | Notes
Abomination | Arcane Stigma | 2+1 | 4+1 |  | Individual dispel.
Cannibalism |  | 3+1 | 4+1 | It's much stronger than a minion-kill (4 mana).
Djibari's Legacy | 1+1 | 2+1 |  |
Larval Imp | 2+1 | 2+2 |  | Weaker than Reanimate (2+2).
Sawbones | 2+2 | 3+2 |  | Extra recruit.
Unholy Aura | 2+2 | 3+2 |  |
Body | Nomadic Tribe |  | 4+3 | 5+3 | This spell gives Body a Metro-like capability, which is a very strong effect.
Ritual Cleansing | 2+0 | 3+0 |  | Individual dispel.
Shaman's Walk | 2+1 | 3+1 |  | Weaker than Flight (3+1), because it's easier to dispel.
Vision Quest | 3+2 | 4+2 |  |
Death | Assassin | 2+2 | 3+2 |  | Extra attack.
Dark Minion | 2+2 | 4+1 |  | Extra recruit.
Gifts of the Fallen |  | 2+0 | 2+1 | Gifts was just too good in every Mystery house. It was arguably more of a staple in Body and Justice decks than in Death, which wasn't its intent.
Winnowing Sigil | 2+0 | 4+0 |  | Individual dispel.
Despair | Harrowing Cry | 3+2 | 4+2 |  | Weaker than Belvario's Trap and Fireball (4+2), since two of those usually results in a group-kill, while two Harrowing Cry never do.
Hope | Change of Heart | 4+3 | 5+3 |  |
Leap of Faith | 1+0 | 2+0 |  |
Prophet | 3+2 | 4+2 |  |
Justice | Second Chance | 3+0 | 4+0 |  | Individual dispel.
Life | Cleansing Light | 4+0 | 5+0 |  |
Prismatic Serpent |  | 5+2 | 5+3 | Exactly the same combat stats as Minotaur (5+2), but with some extra bonuses, and no drawback at all.
Seelie Champion | 1+1 | 2+1 |  | For consistency with Beast's Embrace and Talisman of Souls (both 2+0).
Making | Master Smith | 3+1 | 4+1 |  | Weapon-maker.
Ogi's Gauntlet | 1+1 | 2+1 |  | Concealment.
Panopticon | 1+1 | 2+2 |  | For consistency with Djinni Debate (1+1).
Shell of Gold | 2+0 | 4+0 |  | Individual dispel.
Mind | Awaiting | 2+1 | 3+2 |  |
Betrayal | 3+1 | 4+1 |  |
Domesticate | 4+2 | 5+2 |  |
Foresight | 3+2 | 4+2 |  |
Inscrutability | 3+1 | 4+1 |  | Concealment.
Kumatru Library | 2+1 | 2+2 |  |
Master Bowyer | 3+1 | 4+1 |  | Weapon-maker.
Nature | Lightning Bolt | 2+0 | 3+0 |  | As early-game town denial, it's only half as good as a minion-kill (4 mana), since you'd need to draw 2 of these to make 1 recruit die.
Stone Circle |  | 5+0 | 4+1 | This forces other World houses (especially Body) to work a little harder to splash Stone Circle. Body can now splash either Gifts of the Fallen or Stone Circle without much difficulty, but would have to work hard to get access to both.
Will o' the Wisp |  | 5+2 | 5+3 | Much stronger than Complacency (5+2) and Binding Cube (4+3), since you don't have to detour around the group, and you can drown most groups with Inundate.
Woodhenge | 1+1 | 2+1 |  |
Unmaking | Chaos Fog | 1+1 | 3+0 |  | Concealment.
Erisian Blade | 1+1 | 2+1 |  | You have to create or get a 2nd nation in your group just for this to be equal to Flaming Sword. If you can get 3+ nations in one group and cast multiple Erisians into it, then you deserve the benefit.
Wrack | 2+1 | 4+1 |  | Individual dispel.
War | Bloodlust | 2+1 | 2+2 |  | Extra attack.

For all cards whose effects have changed (for any reason, not just the Card Change Round), we show the affected portions of their new card texts in the following tables. These changes are color-coded as follows.

> Fonts and Colors | Meaning | Notes
> Blue font | New or changed text | Only the changed sentences are shown. Any text that isn't explicitly mentioned is the same as before.
> Red strikethrough font | Deleted text | This text has been deleted.
> Yellow background | 2004 Card Changes | The card was changed as discussed in the Card Change Forum.
> Green background | Text change only | The card's effect is unchanged. Its text has been improved.
> Cyan background | Card change | The card was changed, esp. to make its behavior match its text.
> Magenta background | Bug fix | The card was changed to fix a bug.

The Card Change Round has some global themes, which were applied consistently to many related spells.

- No missile immunity. Permanent missile immunity has been downgraded to a damage reduction: -4 damage for Mark of Ulanoth, -2 damage for Skeleton and Skeletal Horror (including Skeletons from Day of the Dead), and -1 damage for Dracha's Sphere.
- No free trophies. Some monsters give a bonus to a group that catches or kills them. These bonuses now apply only to the members of the group who were present at that time. “Any recruits who join that group later are not affected.” Affects: Obsidian Dragon, Questing Beast, and Wyrmling.
- Pro-active monster spell. From experience, we know that monsters tend to have their biggest impact on the turn of casting. Most “anti-monster” spells tended to be too late to help, because you could only target the monster after it had already achieved its main objective. Hence, most “monster” spells can now be cast on non-monster targets before the monster enters play, and they'll affect an eligible monster later on. Affects: Bella's Sigil, Blindness, Hypnotic Trance, Rampage.
- Eliminate restrictions. Many previous restrictions on spell combinations have been waived. Affects: Brother Wolf/Whipping Boy, Weapon Master/Rashasa, Bear/Eagle/Lion/Lizard Spirit, Shapeshifter.

> House | Card | New Text or Effect | Comments
> | Forest (terrain) | Minions in forest are concealed. (Concealed minions cannot be targeted by enemy individual spells.) | (0537). Forest cover is now identical to “invisibility”. Non-friendly minions in forest appear grayed, and show the “conceal” mouse cursor when you try to target individual spells on them.
> Nature | Forestation
> Seed on the Wind
> | Swamp (terrain) | Now does what its text says, i.e. checks for exit direction only, not distance. A moves-2 monster group that enters a swamp may exit in the opposite direction to a distance of 1 or 2, whichever it prefers, regardless of the distance from which it entered. | (0573).
> Abomination | Altar of Blood | Cast on friendly town or colony. Before movement, all recruits trained in structure this turn are removed from the game, and recruits' owner gets +2 Will and +2 Strife per affected recruit next turn. Dispelled when entered, or when any non-friendly recruits are affected. | (1) You can train multiple novices in the same turn, and Altar will pay you +2/+2 for each one. (2) It doesn't expires on its own. It lasts until you choose to turn it off. (3) Your town can't defend itself while Altar is in play! (4) You can cast it on an enemy structure, to essentially eat 1 novice.
> Doppelganger | At start of combat against monsters, Doppelganger kills the first opposing monster, copies its hand and missile damage, attacks per round, armor, hit points, level, and house, and is fully healed. This does not give Doppelganger missile attacks. | (0534)(0535b).
> Eat and Run | Target recruit eats kills the most damaged other recruit in its group. |
> Husks | Nomadic, can join other Husks. ... At start of every other turn, one Husk is created in square. | (0488). Friendly Husk groups join whenever they stumble into each other. Over time, they'll build up groups of 8!
> Mark of Ulanoth | Recruit receives -4 damage from missiles (before checking armor). | No missile immunity.
> Ring of Fire | Affects the outermost ring of the board that contains any non-lava squares. If this ring is the edge of the board, the next inner ring is also affected. All squares in the affected rings become lava. | The first one you cast has the same effect as before: it affects the 2 outermost rings. Additional castings affect more of the board!
> Winged Monkeys | At end of combat, if both groups survived, enemy group is carried to a random adjacent unoccupied non-structure square, and Winged Monkeys are removed from the game. | (0545).
> Body | Bear Spirit | The Bear form gets +1 hand damage, +1 attack each round, -1 armor, and -1 level. Cannot be targeted by Weapon Master. | (0517)(0523)(0534). Eliminate restrictions.
> Brother Wolf | Other members of his group no longer attack. When any other member of his group is hit (after checking armor), Wolf receives an equal amount of magical damage, and the member who was hit receives no damage. ... Only one of whipping Boy or Brother Wolf in a group. | (0534). Eliminate restrictions. Most of the new text echoes Whipping Boy's new text.
> Cessao Rift | At start of turn of casting +1-3, and with 33% chance per turn thereafter, if square is unoccupied, a neutral recruit group of random nations, injury, and enchantments is created in square. | It's guaranteed to produce 1 group within the first 3 turns. It could produce more (up to 6 in all).
> Eagle Spirit | The Eagle form gets +1 missile damage. Cannot be targeted by Weapon Master. (Hit points, levels, and spells remain unchanged after each transformation.) | (0517)(0523)(0534). Eliminate restrictions.
> Lion Spirit | The Lion form gets +2 hand damage and -1 armor, and receives no combat damage from monsters (before checking armor). Cannot be targeted by Weapon Master. (Hit points and levels remain unchanged after each transformation.) | (0517)(0523)(0534). Eliminate restrictions.
> Lizard Spirit | The Lizard form gets +1 level, and cannot be targeted by enemy individual spells. Cannot be targeted by Weapon Master. (Hit points, levels, and spells remain unchanged after each transformation.) | (0517)(0523)(0534). Eliminate restrictions.
> Lycanthropy | Player-controlled. ... The new Wolf group is player-controlled, and it executes the group's movement order on the turn it is created. | (0575). Body can no longer use Lycan to dodge a fight. Body may want to Lycan its own group -- especially in combo with the new Rampage!
> Minotaur | If killed by a recruit group, the first swordsman in group without Minotaur's Axe gets Minotaur's Axe (+1 hand damage). |
> Rampage | Cast on square. When monster group is created in square, every monster in group gets Rampaging (+1 attack each round and +5 maximum and current hit points), and Rampage is dispelled. (Any monsters who join this group later are not affected.) | Pro-active monster spell. You can cast it in advance, to get it out of your hand. You can also cast it and a monster on the same turn.
> Scrying Pool | When any group occupies square, group's owner ignores concealment and forest when targeting individual spells. | (0537). Forest is now defined to give concealment, so it doesn't need to be mentioned separately.
> Stone Circle | While in square, minions in square get +1 level. Minions get +1 level while in square. | (0515).
> Shapeshifter | At start of turn, swordsman changes randomly between recruit form, Bear Spirit, Lion Spirit, and Lizard Spirit. Cannot be targeted by Weapon Master. | (0517)(0534). Eliminate restrictions.
> Strider Venom | Minion gets -1 hand damage, cumulative, for having been bitten by a Brown Strider. | (0534).
> Death | Curse of Khobai | When any member of minion's group kills an opponent by combat damage, minion gets +1 maximum and current hit point. | Now you could cast Curse on your own minion, if you think you can keep him alive long enough for it to start making a profit.
> Day of the Dead | Skeletons receive -2 damage from missiles (before checking armor). | (0534). No missile immunity.
> Furies | Cast on square within a 3x3 diamond centered on friendly town or colony. Creates three Furies in a random square. |
> Ghost Town | Cast on town or colony. |
> Haunted Forest | Square becomes forest. |
> Master Vampire | At end of combat, if Master Vampire survives and any member of its group killed a recruit by combat damage, one Vampire (H:3 A:0 HP:5 L:1 Territorial) is created in group. | (0490).
> Sand Sphinx | When Sand Sphinx moves, its new square becomes desert. ("Moves" effects happen before any "enters square" effects.) | (0496a,e).
> Skeleton | Receives -2 damage from missiles (before checking armor). | No missile immunity.
> Skeletal Horror
> Despair | Backlash | Recruit takes 1 hit point of damage, plus 1 hit point of damage for each group or individual alteration on recruit. |
> Blindness | Cast on monster or friendly recruit. Minion no longer deals hand or missile damage. If on a recruit, then at start of combat against a monster group, Blindness transfers to a random monster in the enemy group without Blindness. | Pro-active monster spell.
> Frostbite | Duration: Turn of casting +3 +2. | (0487). A conjuration applies any “start of turn” effect normally in the turn it expires, so a duration of turn +2 does indeed restore +3 maximum hit points.
> Gorgon | If killed by a swordsman, swordsman gets Gorgon's Head (swordsman's hits give Gorgon's Gaze; transfers to a swordsman who kills its owner). | (a) Archers no longer get Gorgon's Head. (b) If a swordsman with Gorgon's Head changes to an archer (via Cruel Whim), the Head is dispelled.
> Nihil | Cast on globe friendly, unoccupied town or colony. Creates Nihil, a Shadow Hero swordsman. Cannot join groups or add recruits or enter structures. When hit by a minion for 1 or more damage (before checking armor), the attacking minion gets Nihil's Curse (cumulative, -3 hand and missile damage, +1 damage per turn for 3 turns). | (a) Eliminated Nihil's randomness. (b) Nihil can capture structures, and win the game.
> Nihil's Curse | Minion gets -N hand and missile damage for having struck Nihil in combat, where N is the number of turns remaining. Duration: Turn of casting +2. May be cast more than once on the same minion. | (0491b). An attacker who keeps damaging Nihil now gets multiple copies of Nihil's Curse, 1 per hit, until he stops hitting Nihil for damage.
> Revenants | Raised from 4 HP to 5 HP. |
> Shadowmasque | When recruit is hit by a swordsman for 1 or more damage (before checking armor), swordsman gets Shadow's Chill (-1 hand damage, +1 hand damage per turn until penalty is reduced to 0). If the attacking swordsman already has Shadow's Chill, its penalty increases by -1 hand damage instead. | (0491a).
> Siren Song | Plains, forest, desert, and barren land in the four squares adjacent to monster attract non-friendly player-controlled groups. | (0585b).
> Whipping Boy | When any other member of minion's group is hit (after checking armor), target minion receives an equal amount of magical damage, and the member who was hit receives no damage. Only one of Whipping Boy or Brother Wolf in a group. | Eliminate restrictions. You may cast multiple Whipping Boys into the same group. They all take damage from every hit.
> Hope | Ascension | Cast on minion. Minion is removed from the game. | It may now target monsters.
> Bella's Sigil | Cast on square. Square cannot be targeted by summoning spells. Monsters cannot enter square. When monster group is summoned in, or enters, any square adjacent to target square, every monster in group gets Immobility (monster cannot move), and Bella's Sigil is dispelled. | Pro-active monster spell. Now you cast it before monsters appear, and it waits for a victim. With initiative, you can cast it in front of your own group to squander your opponent's attempt to road-block you with a monster.
> Citizens' Militia | They gain experience levels normally. |
> Griffin | Lowered from L:2 (level 2) to L:1 (level 1). | L:2 was just too good for 4 mana. An L:2 Griffin was much stronger in combat than Man of Iron!
> Inspiration | It may be cast only once per turn per player. | (0511).
> Leadership | Recruit cannot be targeted by individual spells. Other swordsmen in recruit's group get +1 hand damage. | (a) The targeting immunity makes Leadership harder to dispel. (b) The host no longer gets its own bonus. This actually makes Leadership stronger, since its host now tends to lose the “wise targeting” tiebreakers. This tends to make him be the last man standing in his group, which keeps his Leadership bonus in play for as long as possible!
> Unerring Focus | Recruit gets +1 missile damage. |
> Zana's Blessing | At start of combat, two level 1 Vision archers are created in group. After all combat, they are removed from the game. Dispelled when triggered. | (0492). The archers stay for up to 4 combats in the same turn. The Zana's Blessing spell itself dispels immediately (at the start of the first combat), so it no longer counts as an enchantment against an enemy Sylph or similar.
> Zana's Champion | Zana's Champion counts as a structure for Initiative purposes. | Casting Champion doesn't lose initiative. When he dies, you may lose initiative then.
> Justice | Alabaster Guardian | Alabaster Guardian is player-controlled when in the 3x3 diamond centered on target group. Otherwise, it seeks target group. When target group dies, or is dispelled, Alabaster Guardian becomes player-controlled. |
> Chamberlain | If that attacker's group contains any Humans, Cleansing Light (group dispel) is cast on attacker's group. | (0495a)(0603). Against Humans, Chamberlain now shows a Cleansing Light zoom, in addition to its own dispel zoom.
> Dracha's Sphere | All members of group receive -1 damage from missiles (before checking armor). | No missile immunity.
> Golem | Cast on square within a 3x3 diamond centered on friendly town or colony. |
> Jade Gargoyle | Cast on friendly recruit in group that can add new recruits. | (0489)(0545). You can now cast Jade Gargoyle into a group of 8.
> Justicars | When group moves, its new square, and any town or colony in that square, have all spells dispelled (which destroys colony), and that square becomes plains. ("Moves" effects happen before any "enters square" effects.) | (0496a,d).
> Nemesis | Recruit gets +1 armor. Neither player may cast any Hero spells. (This squanders all subsequent Hero spells cast this turn.) |
> Obsidian Dragon | If killed by a recruit group, every member of group gets Obsidian Armor (+1 armor). (Any recruits who join that group later are not affected.) | No free trophies.
> Sentinel | Minion's Its group's movement orders are cancelled, and its group cannot be moved. | (0509).
> Life | Faerie Circle | Every member of group is fully healed and gets Faerie Blessing (+1 level; and group cannot re-enter minion's group no longer disappears in Faerie Circle). | (0494a).
> Faerie Blessing | Minion and its group cannot re-enter Minion's group no longer disappears in Faerie Circle). | (0494a).
> Questing Beast | Target group becomes computer-controlled, cannot join groups, create new recruits, or enter structures, and hunts this Q.B until Q.B. leaves play. ... If target group causes this, every member of group gets +1 level. | No free trophies. (When Questing Beast leaves play, it automatically dispels its Quest helper spell. Then you can't see the spell to read its text, which already implies that its effect stops, too.)
> Quest | Group is no longer player-controlled becomes computer-controlled, cannot join groups, create new recruits, or enter structures, and hunts its Questing Beast until its Questing Beast leaves play. If group fights its Questing Beast and causes it to leave play, every member of group gets +1 level. (Any recruits who join this group later are not affected.) Only one on a group. (New recruits cannot be created in group.) (Computer-controlled recruit groups cannot join groups or enter structures.) | No free trophies.
> Undine | Plains, forest, desert, and barren land in the four squares adjacent to Undine attract non-friendly player-controlled groups. | (0509)(0585b). Undine does attract neutral player-controlled groups, e.g. a Karkara with Rogue Monster.
> Yeoman | Archer gets +1 missile damage, and its missile damage becomes magical. When archer hits a Keeper, Keeper dies and Yeoman is dispelled. When cast, archer also gets Arhwazna (when archer hits a Keeper, the Keeper is killed; if the Keeper remains dead, Arhwazna is dispelled). | Yeoman's +1 and magical damage are now permanent, even after it kills a Keeper with its ability.
> Arhwazna | When archer hits a Keeper, the Keeper is killed. If the Keeper remains dead, Arhwazna is dispelled. | If the Keeper's dying is cancelled, Arhwazna stays in play, too!
> Making | Belvario's Horn | All computer-controlled, mobile monsters move towards recruit. | (0596).
> Deflection | When recruit is hit (after checking armor), its attacker receives an equal amount of magical damage. (Magical damage ignores armor, immunities, and spells.) | (0487).
> Gnome | Nomadic, Mountainwalk. ... When Gnome moves, its old square becomes barren land, and its new square becomes mountain. ... ("Moves" effects happen before any "enters square" effects.) | (0496a,b).
> Homunculi | Homunculi get +1 missile damage in combat round 1 only. | Now, if they have initiative, they can reliably kill any unenchanted recruit, even a 9 HP swordsman.
> Juggernaut | Cast on mountain. Square becomes barren land. Juggernaut cannot be targeted by Unmaking spells. When Juggernaut moves, its new square has all spells dispelled, and becomes barren land. ("Moves" effects happen before any "enters square" effects.) | (0496a,c).
> Karkara | Group disappears. Creates Karkara. Karkara executes the group's movement order on the turn it is created. If Karkara is dispelled, target group reappears, and it executes Karkara's movement order. If Karkara dies, target group is removed from the game. | Now you can get your group back with a Restoration! This supports new “Crabwalk” decks.
> Karkara Crew | When this spell is dispelled, the Karkara's target recruit group reappears, with all damage and spells intact, and it executes Karkara's movement order that turn. If the Karkara dies, its recruit group is removed from the game. | This is a new visible helper spell on the Karkara monster group.
> Loose Bearings | Members of group do not attack in their first combat round of attacks, and in every 2nd combat round thereafter. | Archers skip every odd round (1, 3, 5, 7, 9). Swordsmen skip every even round (2, 4, 6, 8, 10).
> Lost Mine | At start of turn, friendly recruit group in square disappears for current turn +1-3, then reappears in the exit square. | (0494b). Makes it consistent with all other persistent boardhops.
> Warhammer | Swordsman attacks every other combat round does not attack in odd-numbered combat rounds. | (0509). Swordman attacks in rounds 2, 4, 6, 8, 10 only.
> Mind | Al Hakim | At start of turn, Al Hakim tells his caster the next three cards at the top of his caster's deck, and all cards in the opponent's hand. | Note that all “at start of turn” effects happen before your opponent draws new cards, so Al Hakim will tell you only the cards that your opponent held last turn but didn't cast.
> Djinni Debate | Duration: Turn of casting +2. Dispelled before movement after two or more recruits are trained in structure in the same turn, or if structure is captured. | Now it lasts until the town owner chooses to turn it off.
> Hypnotic Trance | Cast on group. If on recruit group, then at start of combat against a monster group that does not have Hypnotic Trance, Hypnotic Trance transfers to the monster group. On monster group, all members of group are set to level 0 and cannot gain levels. | Pro-active monster spell.
> Itrokos Gate | Now uses the random monster service. (a) Added Combustioneers, Fingle's Folly, Frost Dragon, Homunculi, Icecaps, Mechanical Man, and Winged Monkeys. (b) Removed Rakshasa. (c) It now iterates until it finds a monster that succeeds. This enables it to choose monsters with diamond-target restrictions whenever appropriate. Added Blue Auk, Furies, Giant, Golem, Griffin, Pegasus. | (0524)(0563).
> Loch Dweller | Before combat, it appears in a water square, or a square adjacent to a friendly town or colony, that is also adjacent to a non-friendly group. | This ensures that Mind can benefit from Loch Dwellers in every game, regardless of terrain.
> Memorize | Only one per player at a time. | (0519).
> Mirage | Square attracts non-neutral player-controlled groups. | (0585a).
> Rakshasa | Cast on square. ... Cannot be targeted by group spells. or Bear, Eagle, Lion, or Lizard Spirit, or Shapeshifter | (0518b). Eliminate restrictions.
> Nature | Bellwether | Creates Pacified Cow, a Satyr swordsman. Bellwether does not attack. Its group cannot be targeted by enemy group spells. and cannot join other groups or add any new recruits |
> Icecaps | Icecaps attack all groups, even if friendly. | (0487).
> Ill Winds | Affects all minions attacking into or out of structure. Friendly missile attacks ignore opponents' armor. Enemy archers get -1 missile damage. |
> Karillian Arrows | When archer damages an opponent, opponent gets Karillian Venom (1 hit point of damage at the start of each combat round, cumulative; dispelled at end of combat; non-visible). Archers prefer to shoot minions without Karillian Venom. |
> Pixie Dust | Archers prefer to shoot minions without Pixie Dust. |
> Tornado | A random adjacent non-structure square becomes the same terrain as target square. Target square then becomes barren land. | (0545).
> Unmaking | Armor to Meat | Recruit gets -2 -3 armor. |
> Devolution | All members of the new recruit group get -1 level. | (0534).
> Forbidden Ichor | Recruit changes into a member of a random other nation. | (0487).
> War | Encampment | On turn of casting +3 (or earliest turn thereafter), when not occupied, Colony is dispelled (which destroys colony), group reappears, and is fully healed. |
> Flaming Arrows | Archer gets +1 missile damage, or +4 missile damage against groups in a structure or forest. |
> Marksman | Archer gets +1 missile damage, +1 attack each round, and +2 +4 maximum and current hit points. |
> Ngozi | Before movement, and when Ngozi moves, the four squares adjacent to her group become barren land. ("Moves" effects happen before any "enters square" effects.) | (0515).
> Renegades | Cast on player-controlled recruit group of three or less not in a structure. | (0520). You can cast it on a Quest group, if you want.
> Thermites | When recruit hits an opponent who has 1 or more armor, opponent gets Thermite Damage (-1 armor, cumulative). If opponent has 0 armor, opponent takes 1 hit point of magical damage instead. | (0534).
> Weapon Master | Recruit gets +1 attack each round. A swordsman gains a missile attack at M:2. An archer gains a sword attack at H:2, and +1 armor. Recruit's attacks alternate between missile damage and hand damage, starting with missile. Recruit may be targeted by both archer and swordsman spells. Cannot be targeted by Bear, Eagle, Lion, or Lizard Spirit, or Shapeshifter. | (0517)(0518a,b)(0523)(0534). Eliminate restrictions.
> Wyrmling | If killed by a recruit group, every member of group gets Wyrmling Hide (+2 armor). (Any recruits who join that group later are not affected.) | No free trophies.

In addition, the following text clarifications were made.

> | Bolstering Spirit Faerie Fire Loose Bearings Man-Catcher Oblivion Protective Cover Rain of Arrows Rust Sar'uli Overseer Skirmish Valiant Stand | Dispelled after at end of next combat. | (0482).
> | Sword of Zana Sword of Zana II Accursed Minion Zana's Blessing | Dispelled after next combat when triggered. | (0482).
> | Chamberlain Dire Portent Larval Imp Reanimate Retribution Siege Engine | Dispelled after one use when triggered. | (0482).
> | Pantogar's Curse Vicious Strength | Cast on minion with hand attacks. | (0487).
> | Power Weakness | (0515).

### Bug Fixes for 1.60

#### Critical Fixes

- (0525) Injunction dispel. Injunction now properly re-enables card drawing when it is dispelled off the globe.
- (0565) Debate refund. Casting Djinni Debate on a friendly town and choosing a new mana type when currently at 0 of the town's previous mana type no longer crashes.
- (0570) Combat concede crash. Sanctum no longer crashes after either or both players concede during combat.
- (0601) Unexpeditable mana. The local player's expediting counter now starts properly as soon as the remote player's checksum is received, even if the local player still has a mana choice dialog open during the “start of turn” phase. When the expediting counter expires, it automatically closes the mana choice dialog (with the default mana choice), and “fast-forwards” through all remaining start-of-turn effects.

#### Application Fixes

- (0536) Non-Archive abort. [Win98/Me/2k] Sanctum and DeckBuilder now work properly even when some or all data files do not have the Archive flag set.

#### Lobby Fixes

- (0477) Profanity filter. No longer filters out the phrase “shell<space>”, as in “Shell of Gold”, nor the word “Hellion”.
- (0555) Unmutable challenge. The lobby challenge ding is now always audible, even when the “Sounds” option in the game menu is set to “Off”.
- (0604) Empty-deck stranding. During game launch, if you select a deck file that can't be found, e.g. by editing its name so that it doesn't match any file, or by ejecting the disk that contained the file, the deck selection window now reappears, and keeps reappearing until you select a valid deck, or press Esc to auto-build a deck.
- (0613) Game port management. Lobby and game now call the same service for port management. Hence, if you can connect to the lobby, you are now assured of being able to connect to a game.

#### DeckBuilder Fixes

- (0592) DB change house. Changing a deck's house or name now marks the deck as modified. On the next File/Close, DeckBuilder will ask whether to save the deck.
- (0609) DB open. Opening a deck file now properly removes any excess cards above the 4-per-deck limit, and properly handles cards that have multiple versions.
- (0610) DB Remove Cards. When opening a deck, if the Remove Cards dialog opens and you choose “Remove Cards to Edit”, the deck is now marked as modified. On the next File/Close, DeckBuilder will ask whether to save the deck.
- (0614) DB drop crash. DeckBuilder now ignores drag-and-dropped files that don't don't have a ".dck" extension, instead of crashing.

#### Spell Fixes

- (0375) Teeth check. Dragon's Teeth now properly forbids casting if the target structure already contains a group of 8. Dragon's Teeth, and every other card in the game that adds recruits, now all derive from a common capability for adding recruits, which handles this check automatically. This ensures that they'll always remain consistent from now on.
- (0471) Hapax vs. group manifestation. Hapax Legomenon now works properly against visible group manifestations: it allows the first casting to affect the entire group, and then it blocks all subsequent castings.
- (0479) Gift cap. Healing from Fae Gift no longer caps the amount of healing to the victim's current hit points.
- (0481) Jar lock. When a group receives a group-dies effect, and the first member uses a dying-cancel like Reanimate to return to life, then Soul Jar properly responds to the next dying member.
- (0507) Catcher dispel. Man-Catcher's effect now ceases as soon as Man-Catcher is dispelled (including when its host dies). The “caught” enemy minion resumes attacking normally at the start of the next combat round.
- (0523) Stat shuffling. The wereform spells (Bear/Eagle/Lizard/Lion Spirit) and Spirit Binding now add stat bonuses, like any other pump-up, instead of recording and swapping sets of stats.
- (0582) Bleak walks. The Waterwalking helper spell created by Bleak Isle and Bleak Isle II is now properly limited to 1 per group.
- (0594) Exchange trigger. A 1-to-1 Ch'tai Exchange (between a friendly group of 1 and an enemy group of 1) no longer triggers spells that respond to “recruit created” events (Ancestral Home, Bestiary, Teleportation, Usam University, Volunteers).

#### Game Engine Fixes

- (0428) Group iteration. When a group receives a game event, the event is now properly forwarded to every member of the group, even if this event causes one member to die (or otherwise leave the group). Exemplar: A group of 1 with Zana's Blessing and Carbuncle (in that order) in a Sanctuary square now behaves correctly. After Blessing adds 2 Vision archers and the Carbuncle dies, the Sanctuary cancels the fight.
- (0478) The plains rule. Every square adjacent to a Sanctum entrance square (5 for each player) is always plains at the start of a game (even in Badlands/Volgaria!).
- (0484) Second movement. When a group with a moves-twice effect bounces (fails to move) in the first movement phase, it properly moves in the second movement phase.

#### Graphics and Sound Fixes

- (0475) Tindel ghosts. When Tindelhunden are removed from the game while not in the visible subset of the board during combat, they properly erase their group sprite, instead of leaving a “ghost” image behind. This happens whenever Tindelhunden's target recruit group gets into a fight on one side of the board while the Tindels are still on the other side, and loses.
- (0535a,b) Archer sounds. Combustioneers, and Doppelganger when it has missile attacks, now play proper bow sounds, instead of sword sounds.
- (0554) Helper rarity. Helper spells in play now show a blank rarity field in the upper-left corner of their large card, instead of the nonsensical string “novice”.
- (0561) Grove erase. Golden Grove now properly erases its tall art whenever it is dispelled by an untargeted effect (esp. The Unmagicking). The concept of “has tall art” has been extracted as a new capability layer, which automatically calls the erasing service when it leaves play. Golden Grove now inherits this capability.
- (0566) HP overflow. A minion's large card now displays up to 8 total digits (9999/9999) of current and maximum hit points on one line. Furthermore, it can display up to 10 digits each (2 billion/2 billion) of current and maximum hit points on 2 lines. Known limitation: In the 2-line format, the maximum hit points line partially overwrites the first line of the minion's description text.
- (0574) Large card costs in hand. When you double-click on spells in hand, their large cards now show their properly altered casting costs.
- (0581) Boardhop blink. When a Faerie Circle or Lost Mine is dispelled by a diamond-effect square dispel (e.g. Natural Order) while it has a group of 2+ inside, the group sprite no longer appears momentarily.
- (0595) Narh'u'ha's blank bow. Narh'u'ha's Djinni Bow now shows proper art and mana cost on its large card.
- (0600) Territory erase. When a currently selected territorial group becomes non-territorial during spell execution, it properly erases its territory outline, instead of leaving it behind as dead graphics garbage. Exemplar: Territorial monster group when Domesticate or Exile enter play.

#### End of Release Notes 1.60.