Goblins (Trogs)

In the dark fastness of night, Death watched his siblings play with their fledgling creations, and hatred burned bright in his heart. He saw his brother Eldurim bid the others a good night and wander off, seeking rest.

The mad child, born of Nature and the Void, fell upon Eldurim, striking him from behind. Death ripped away great chunks of earth, defiling them as he flung them aside. Tiny creatures sprang from the scattered pebbles of blackened earth, and they grew into the twisted, vicious species know as the Trogs.

Death laughed at the sight of his offspring, delighted with their vile spirit and corrupt nature. Five there were who showed particular malevolence of spirit, and these Death showered with his especial attention. And so the loathsome younger monsters were created: the poisonous Death Naga, dissonant Harpies, repulsive Shambler, and cunning Troll.

Of the fifth Goblin to receive Death's attention there remains only the darkest rumors. Some say it remains inside Death's stronghold, feeding still on its creator's malevolent spirit. Others say it haunts the dark regions of Trogland, where whispers name it Cannibal.

Click here for more about this species.

ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Thug

Cutthroat

Marauder

Cannibal
Light Melee
Mugger

Ambusher

Filcher

Death Naga
Cavalry
Wardog Rider

Wolf Rider

Leopard Rider

Harpies
Missile
Pelter

Slingman

Deadeye

Shambler
Magic
Trickster

Hedge Wizard

Death Mage

Troll

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Swamp Mastery
When at a terrain that contains yellow (earth), Goblins may count melee results as if they were maneuver results.
Foul Stench
When an army containing Goblins takes a melee action, the opposing player must select a number of their units after they have resolved their save roll. The selected units cannot perform a counter-attack during this melee action. The number of units that must be selected in this way is equal to the number of Goblin units in the Goblin player's Dead Unit Area (DUA), up to a maximum of three .

Spells

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Evil Eye
Race Undead Cost 3
Reserves No Cantrip No
Target any opposing army. Subtract two save results from the target’s rolls until the beginning of your next turn.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
Yellow (Earth) Spells
Stone Skin
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target's rolls until the beginning of your next turn.
Path
Race Any Cost 4
Reserves Yes Cantrip No
Target one of your units at a terrain. Move the target to any other terrain where you have an army.
Scent of Fear
Race Goblin Cost 5
Reserves No Cantrip No
Target up to three health-worth of opposing units at any terrain. The target units are moved to their Reserve Area.
Transmute Rock to Mud
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six maneuver results from the target’s rolls until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Bullseye Cantrip Counter Fly Net
Poison Regenerate Rend Screech Sleep
Smite Smother Stun Surprise Swallow
SAI Effects
Bullseye
Dragon Attack, Missile During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Bullseye generates X missile results.
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Net
Individual, Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. Each targeted unit makes a maneuver roll. Those that do not generate a maneuver result are netted and may not be rolled or leave the terrain they currently occupy until the beginning of your next turn. Net does nothing during a missile attack targeting an opponent's Reserve Army from a Tower on its eighth face.

When saving against an individual targeting effect, Net generates X save results.
Poison
Melee During a melee attack, target X health-worth of units in the defending army. Each targeted unit makes a save roll. Those that do not generate a save result are killed and must make another save roll. Those that do not generate a save result on this second roll are buried.
Regenerate
Non-Maneuver During any non-maneuver roll, choose one: Regenerate generates X save results, OR, you may return up to X health-worth of units from your Dead Unit Area (DUA) to the army containing this unit.
Rend
Dragon Attack, Maneuver, Melee During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well.

During a maneuver roll, Rend generates X maneuver results.
Screech
Melee During a melee attack, the defending army subtracts X save results.
Sleep
Melee During a melee attack, target one unit in an opponent’s army at this terrain. The target unit is asleep and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.
Smother
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed.
Stun
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are stunned and cannot be rolled until the beginning of your turn, unless they are the target of an individual-targeting effect which forces them to roll. Stunned units that leave the terrain through any means are no longer stunned. Roll this unit again and apply the new result as well.
Surprise
Melee During a melee attack, the defending army cannot counter-attack. The defending army may still make a save roll as normal. Surprise has no effect during a counter-attack.
Swallow
Melee During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed and buried.