Sanctum: 2004 Card Change Round 1.60 SP8

Release Notes

Dec. 15, 2006

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


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

Minor Fixes

DeckBuilder Fixes

Card Text Clarifications

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

Deep Fixes

Minor Fixes

Shell Fixes

Trainer Fixes

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

Minor Fixes

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

Critical Fixes

Game Fixes

Networking Fixes

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

Major Fixes

Game Fixes

Networking Fixes

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

Critical Fixes

Lobby Fixes

Game Fixes

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

Game Fixes

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

Game Fixes

New Game Rule

 
1.24 to 1.50 SP6
1.60
1.60 SP1
The Moves-Twice Join Rule

Among those groups with moves-twice spells:

  1. 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.
  2. 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.

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.

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.

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

Application Fixes

Lobby Fixes

DeckBuilder Fixes

Spell Fixes

Game Engine Fixes

Graphics and Sound Fixes


End of Release Notes 1.60.