Bombarding - The card may attack(and counter) into any land. Consuming - Denotes units that can eat meat. If the card is at the same land as a crippled unit, the card may immediately kill the crippled unit, gaining HP equal to the crippled unit's max HP. The card can share a crippled unit with other cards it can swarm with. Flying - Each time the unit moves, and before each attack, it can activate or deactivate this ability. Units without flying activated can't attack units with flying activated, and vice versa. Gerrymandering Guzzlerficating - Does nothing on its own, but various inventions require it. Guzzling - Denotes units that can consume refined energy. Harvesting - The card can be harvested to produce something. Some cards with this ability provide their own harvest mechanism, others require a Combine unit or the like. Inventing - Denotes an intelligent unit, but mostly just required by various inventions. Roaming - The unit may move twice per turn. Swarming - Multiple cards with this ability can group into one, if they're at the same land and of the same type. If one of the group is involved in a combat, they're all involved. Trouping A - Does nothing on its own, but becomes "super-swarming" with the Monkeytribes invention. In the future, new trouping types may be added, each with their own letter and invention. Tyrannosaur(Unit, 6) Consuming HP: 3 Attack: hit 2+, wound 9×3+ Counter: hit 2+, wound 3×4+ Triceratops(Unit, 3) Swarming Roaming HP: 3 Armor: save 5+ Attack: hit 3+, wound 6×4+ Counter: hit 3+, wound 6×4+ Ankylosaur(Unit, 4) HP: 3 Armor: save 2+ Attack: hit 5+, wound 4×4+ Counter: hit 3+, wound 4×4+ Brontosaur(Unit, 6) HP: 6 Attack: hit 5+, wound 9×5+ Counter: hit 3+, wound 9×5+ Pteranodon(Unit, 1) Swarming Flying Consuming HP: 1 Attack: hit 2+, wound 4×5+ Counter: hit 5+, wound 4×5+ Anti-Air Artillery(Unit, 2) Guzzling Bombarding (target must have Flying) HP: 1 Attack: 1 auto Artillery(Unit, 4) Guzzling Swarming Bombarding HP: 1 Attack: 1 auto Jeeps(Unit, 4) Guzzling Roaming Swarming HP: 4 Attack: hit 3+, wound 2 auto Counter: hit 4+, wound 2 auto Monster SUV(Unit, 6) Guzzling Roaming Swarming HP: 3 Armor: save 5+ Attack: hit 4+, wound 4 auto Counter: hit 5+, wound 4 auto Combine(Unit, 3) Guzzling HP: 1 Attack: hit 6+, wound 3 auto Counter: hit 5+, wound 3 auto When a Combine moves, if the land it moved from has a modifier with the Harvesting ability, it can spawn the modifier onto the land it moves to, at a cost equal to the base cost of the modifier. (This applies the modifier to the new land as if just played, and thus the modifier must be valid to play on the new land.) Dirty Apes(Unit, 3) Swarming Trouping A Consuming HP: 3 Attack: hit 3+, wound 4×5+ Counter: hit 3+, wound 4×5+ At the end of your turn, any land with your Dirty Apes on it loses 1D6 Verdance, except this can't take Verdance below 0. Evil Apes(Unit, 3) Trouping A Consuming HP: 2 Attack: hit 3+, wound 3×5+ Counter: hit 3+, wound 3×5+ Once per turn, Evil Apes can automatically kill up to 1D6 friendly units. This doesn't count as their attack for the turn. Their abilities apply as normal, notably Consuming. Damned Apes(Unit, 4) Trouping A Consuming HP: 2 Attack: hit 2+, wound 3×5+ fire Counter: hit 2+, wound 3×5+ fire Clever Apes(Unit, 4) Swarming Trouping A Consuming Inventing HP: 2 Attack: hit 3+, wound 3×5+ Counter: hit 3+, wound 3×5+ Tyrannosaur Hatchery(Place, 21) -1 Verdance Breeders: 1 Tyrannosaur Per Breeding: 1D6 Tyrannosaur On a roll of 1, the tyrannosaur is a Kinslayer, with +1 wound to attack and to counter. Triceratops Hatchery(Place, 12) -1 Verdance Breeders: 2 Triceratops (+1 on Plains) Per Breeding: 1D3 Triceratops Upgrade(6): +1 Breeder (max +4) Ankylosaur Hatchery(Place, 20) -1 Verdance Breeders: 1 Ankylosaur (+1 on Hills) Per Breeding: 2D4 Ankylosaur Brontosaur Hatchery(Place, 21) -1 Verdance Breeders: 1 Brontosaur (+1 on Plains) Per Breeding: 1D6 Brontosaur Upgrade(21): +1 Breeder (max +1) On a roll of 1, the brontosaur is a Fatty, with +1 HP. Pteranodon Rookery(Place, 14) -1 Verdance Breeders: 4 Pteranodon (+1 on Mountains) Per Breeding: 1D6 Pteranodon Upgrade(7): +2 Breeders (max +6) Dirty Ape Brothel(Place, 6) -3 Verdance Breeders: 2 Dirty Apes Per Breeding: 1 Dirty Apes Upgrade(3): +1 Breeder (max +10) Can also breed with any other unit with Trouping A. In that case, roll 1D6-1D6 per breeding: <0 produces Dirty Apes as normal, >0 produces the unit's basic type, 0 produces Clever Apes. Evil Ape Brothel(Place, 6) -1 Verdance Breeders: 2 Evil Apes Per Breeding: 1 Evil Apes Upgrade(3): +1 Breeder (max +5) Upgrade(4): +1 Breeder (max +5) Can also breed with any other unit with Trouping A. In that case, roll 1D6-1D6 per breeding: <0 produces Evil Apes as normal, >0 produces the unit's basic type, 0 produces Clever Apes. Damned Ape Brothel(Place, 6) -1 Verdance Breeders: 2 Damned Apes Per Breeding: 1 Damned Apes Upgrade(2): +1 Breeder (max +5) Can also breed with any other unit with Trouping A. In that case, roll 1D6-1D6 per breeding: <0 produces Damned Apes as normal, >0 produces the unit's basic type, 0 produces Clever Apes. Capitol(Place, 17) -5 Verdance Gerrymandering (requires 3 staff) Staff: 3 (units can't have Inventing) Artillery Emplacement(Place, 4) -3 Verdance Bombarding Staff: 2 Attack: 1 auto Counter: hit 3+, wound 1 auto Upgrade(4): +1 wound to attack and to counter (max +5) Upgrade(6): +1 wound to attack and to counter (no max) Labs Of Order(Place, 9) -3 Verdance Guzzlerficating Staff: 3 (units must have Inventing) Upgrade(3): +1 staff (no max) Mad Labs(Place, 8) -3 Verdance Guzzlerficating Staff: 1D6 (units must have Inventing) Upgrade(12): +1D6 staff (no max) It's Perfect!(Modifier) Can be played on any land that doesn't already have a place; when a place is put on that land, the cost of doing so is halved, and discard this card. Snozzberries(Modifier, 6) Harvesting Can be played on any land with positive Verdance. Discard if the land's Verdance drops to 0 or less. Effect: The land's Verdance increases by 1, and units there take 1 auto damage unless they have Consuming or Guzzling. This effect applies immediately when played, and again each time you begin a turn. Noxberries(Modifier, 6) Harvesting Can be played on any land with positive Verdance. Discard if the land's Verdance drops to 0 or less. Effect: The land's Verdance decreases by 1D6, and units there take 1 auto damage unless they have Consuming or Guzzling. This effect applies immediately when played, and again each time you begin a turn. Monkeytribes(Invention, 3) All your units with Trouping A can swarm with each other, as if they had Swarming and were the same type. Behind The Wheel(Invention, 6) You can create jeeps. This requires a unit with the Inventing ability to be at a place with the Guzzlerficating ability, and the Jeeps units are created there. Beyond The Wheel(Invention, 12) Prereq: Behind The Wheel You can create monster SUVs. This requires a unit with the Inventing ability to be at a place with the Guzzlerficating ability, and the Monster SUV units are created there. What Goes Up…(Invention, 8) You can create anti-air artillery. This requires a unit with the Inventing ability to be at a place with the Guzzlerficating ability, and the Anti-Air Artillery units are created there. …Must Come Down(Invention, 1) Prereq: What Goes Up… You can create artillery. This requires a unit with the Inventing ability to be at a place with the Guzzlerficating ability, and the Artillery units are created there. Borged(Invention, 12) You can borg units that lack the Guzzling ability. The target unit must be at a place with the Guzzlerficating ability and [X] staff, where [X] is the target unit's HP; it costs [X]. A borged unit gains the Guzzling ability, and it gains +1 on wounding rolls. Anti-Personnel Guns(Invention, 8) You can upgun units with the Guzzling ability. The target unit must be at a place with the Guzzlerficating ability and [X] staff, where [X] is the target unit's HP; it costs [X]. An upgunned unit gains an extra attack and counter of hit 4+, wound 3×4+. If either their normal or extra attack or counter hits, it can be countered. Neo-Troodons(Invention, 16) All your troodon units gain Inventing. Mountains(Land) Verdance: 2 Tundra(Land) Verdance: 4 Hills(Land) Verdance: 6 Plains(Land) Verdance: 8 Can hold two places. Lakes(Land) Verdance: 10 Jungles(Land) Verdance: 12 Sulfur(Land) Base: Lakes Verdance: -2 Any unit without Guzzling that enters or begins a turn in this land takes 1D6 auto damage. Volcanos(Land) Base: Mountains Verdance: 0 Any unit without Guzzling that enters or begins a turn in this land takes 1 auto damage.