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DRAW CARDS
Archwynd >> Characters >> Monsters >> Card Glossary
DRAW CARD GLOSSARY OF ARCHWYND
Definitions
Each Draw Card affects the outcome of your actions to save the land of Archwynd

Use cards to equip your Character and buff up for fights as you race to save the kingdom.
Enhance your skills make strategic decisions as you face a host of deadly beasts. The choices you make will determine your fate and affect your ability to survive in the land of Archwynd.
Do you have what it takes to save the land of Archwynd?
Or will it be all that you can do to simply save yourself?
The Draw Cards make each game unique. Study the cards to shape your strategy.
In the base game of Archwynd, you will face many beasts from beyond the portal:
- Alms
- Armor – Bracers
- Armor – Mithril Shirt
- Armor – Ring of Protection
- Armor – Shield
- Bag of Holding
- Boots of Speed
- Crystal Ball
- Enlarge
- Fireball
- Haste
- Inject Chaso
- Ioun Stone
- Meteor Storm
- Mirror Image
- Pickpocket
- Potion of Blur
- Potion of Healing
- Raise Dead
- Rewind
- Shillelagh
- Sift the Bones
- Stunning Barrier
- Teleport
- Time Stop
- Treasure
- Weapon – Crossbow
- Weapon – Dagger
- Weapon – Longsword
- Weapon – Shortsword

GLOSSARY FOR
Alms
Alms:
A humble plea… or a strategic shakedown. Alms lets you extend an open hand—while compelling another player to fill it. Charity takes many forms in Archwynd, and this one just happens to benefit you the most.
Gameplay Clarification:
On your turn, choose any player. They must give you one card from their hand. If they have no cards, they must instead give you either a Loot Token or one equipped item of their choice. This card is a reliable way to disrupt opponents’ plans and gain resources, especially when targeting players who are low on cards.
GLOSSARY FOR
Armor – Bracers
Armor – Bracers:
Lightweight yet resilient, these arcane-forged bracers shimmer with protective runes. Slip them on, and you’ll feel a subtle barrier form around you—an invisible shield ready to turn aside danger.
Gameplay Clarification:
The Bracers equip into your Armor slot on your turn and grant +1 Armor Class as long as they remain equipped. These bracers are special because they can stack with other Armor pieces, letting you build layered defenses. If you already have armor equipped, these still add their bonus without replacing it.
GLOSSARY FOR
Armor – Mithril Shirt
Armor – Mithril Shirt:
Woven from silvery threads lighter than air yet strong as dragon-scale, this enchanted shirt bends like cloth but protects like plate. Many heroes owe their survival to the quiet shimmer of mithril beneath their gear.
Gameplay Clarification:
The Mithril Shirt equips into your Armor slot, granting +1 Armor Class as long as it stays equipped. In addition, it has a powerful once-per-game effect: you may choose to ignore 1 point of HP damage. This can be used at the moment damage is taken, preventing that single point entirely.
GLOSSARY FOR
Armor – Ring of Protection
Armor – Ring of Protection:
A golden band etched with ancient sigils, this ring radiates a soft, unseen barrier that turns aside danger. Small in size but mighty in magic, it’s a favorite charm among adventurers who value subtle but potent defenses.
Gameplay Clarification:
The Ring of Protection equips into your Armor slot and grants +1 Armor Class while equipped. Unlike most armor pieces, this ring can stack with other Armor, allowing its bonus to combine with items like the Mithril Shirt or Bracers of Defense. Its bonus remains active as long as the ring stays equipped.
GLOSSARY FOR
Armor – Shield
Armor – Shield:
Etched with glowing runes and bound with protective enchantments, this shield hums with arcane energy. It doesn’t just block attacks—it rewrites fate, turning deadly blows into harmless glances.
Gameplay Clarification:
The Magic Shield equips into your Armor slot, granting +1 Armor Class while equipped. In addition, once per battle, you may force the attacker to reroll their Attack. If the new roll misses, you take no damage from that attack. This ability triggers only once each battle, regardless of how many attacks target you.
GLOSSARY FOR
Bag of Holding
Bag of Holding:
This enchanted satchel is far bigger on the inside than the outside suggests. A must-have for treasure-hungry adventurers, it swallows gear, trinkets, and secrets with room to spare—letting you carry more than any mortal should.
Gameplay Clarification:
When equipped, the Bag of Holding increases your maximum hand size by +2 and immediately lets you draw 1 card from the Draw Deck. If the Bag is later unequipped or removed, your maximum hand size drops by 2 immediately, and you must discard down to your new maximum if you are over the limit.
GLOSSARY FOR
Boots of Speed
Boots of Speed:
These enchanted leather boots pulse with quicksilver magic, urging your feet to move before your mind even catches up. Slip them on, and the world seems to slow around you as you surge ahead.
Gameplay Clarification:
When equipped, the Boots of Speed give you +2 to all Initiative rolls, helping you act earlier in battles. If the boots are later unequipped or removed, your Initiative bonus immediately returns to normal. This bonus is always active while the boots remain equipped.
GLOSSARY FOR
Crystal Ball
Crystal Ball:
A swirling orb of mist and moonlight, the Crystal Ball reveals glimpses of possible futures to those brave enough to peer inside. With a single gaze, you can shift destiny—stacking fate in your favor while your opponents remain blind.
Gameplay Clarification:
You may play the Crystal Ball at any time. When you do, privately look at the top three cards of the Draw Deck, then return them to the top in any order you choose. This can be done before your Draw phase or during any player’s turn, making it a powerful tool for planning your next move or sabotaging another player’s plans.
GLOSSARY FOR
Enlarge
Enlarge:
With a surge of arcane power, this scroll transforms you into a towering version of yourself—your weapons stretching, your shadow lengthening, and your presence becoming truly intimidating. Bigger isn’t always better… except in battle.
Gameplay Clarification:
You may play this scroll at any time, including during an attack or in response to danger. Once activated, you gain +2 to all Attack rolls for the entire duration of the current battle. The effect ends when the battle concludes or if you Teleport away, whichever comes first.
GLOSSARY FOR
Fireball
Fireball:
A roaring sphere of elemental fury leaps from your hands, exploding in a blast of incandescent flame. Few foes can withstand the raw destructive power of this classic—and devastating—arcane assault.
Gameplay Clarification:
Fireball is played on your turn, in place of your normal Attack for that round. When used, you roll 3d20. Every die that shows 15 or higher counts as a hit, and each hit deals 1 HP of damage to the Defender. This is considered a magical Attack action, which may bypass effects that defend only against weapon attacks.
GLOSSARY FOR
Haste
Haste:
A burst of temporal magic wraps around you, accelerating your movements until everything else feels slow and distant. With Haste, you move like lightning—whether to escape danger or strike twice before your foe can blink.
Gameplay Clarification:
Haste can be played at any time. When used, choose one of the following effects:
- Skip your Encounter Roll: Immediately end your turn without rolling for an Encounter—perfect for dodging a risky situation.
- Double Attack in Battle: During the current battle only, you may make two Attack actions, which can be used in the same round or separate rounds.
Once chosen, the effect lasts only for that moment or that battle, depending on which option you selected.
GLOSSARY FOR
Inject Chaos
Inject Chaos:
Reality buckles, the air shivers, and a vortex of pure randomness swirls into being. With a single twist of this scroll, fate itself dissolves—ushering in unpredictable outcomes that can turn the tide in your favor… or plunge everyone into delightful disorder.
Gameplay Clarification:
Inject Chaos can be played at any time. When used, you must shuffle the entire Draw Deck, without looking at the order of any cards before or after the shuffle. After shuffling, you draw 1 card. Because this can be played after your normal Draw phase, it allows you to effectively draw a second card during your turn.
GLOSSARY FOR
Ioun Stone
Ioun Stone:
This tiny gem drifts in a graceful orbit around your head, pulsing with ancient restorative magic. Even a single Ioun Stone can strengthen your life force—its silent glow whispering resilience into your very bones.
Gameplay Clarification:
When equipped, the Ioun Stone increases your maximum HP by +1. It does not grant an immediate healing token; it simply raises the cap you are allowed to heal up to.
If the Ioun Stone is later unequipped or removed, your maximum HP immediately returns to normal. If your current HP is now above that reduced maximum, you must lose excess HP until you are at your new cap.
GLOSSARY FOR
Meteor Storm
Meteor Storm:
With a thunderous roar, the skies tear open and unleash a fiery rain of destruction. Each blazing meteor slams into the battlefield with apocalyptic force—turning the ground itself into your weapon.
Gameplay Clarification:
Meteor Storm is played during your turn, instead of your normal Attack for that round. When used, you roll 3d20. Every die showing 15 or higher deals 1 HP of damage to the Defender.
This counts as a magical Attack action, meaning it may bypass effects that only defend against non-magical or weapon attacks.
GLOSSARY FOR
Mirror Image
Mirror Image:
Arcane reflections shimmer into existence around you—perfect duplicates that confuse and mislead your enemies. When the monster strikes, it may hit only an illusion, sparing you from harm as your phantom double shatters like mist.
Gameplay Clarification:
Mirror Image can be played anytime, and its effect lasts for one battle. The next time you would take 1 HP of damage from a Monster’s Attack, that damage is absorbed by the illusion instead, preventing the loss of HP.
Once Mirror Image absorbs damage—or when the battle ends if it wasn’t triggered—the spell is discarded.
GLOSSARY FOR
Pickpocket
Pickpocket:
A quick distraction, a nimble hand, and a silent slip of fingers—this classic rogue maneuver lets you lighten another player’s load while enriching your own. Fortune favors the bold… or at least the sneaky.
Gameplay Clarification:
Play this card on your turn and choose one player as your target. Both of you roll 1d20.
- If your roll is higher, you steal one random card from their hand.
- If they have no cards in hand, you may instead steal one equipped item or one loot token—your choice.
This card introduces risk and interaction, and can meaningfully disrupt an opponent’s strategy while boosting your own.
GLOSSARY FOR
Potion of Blur
Potion of Blur:
A shimmering draught that distorts your outline, making you flicker like a heat-haze. To monsters, you become a shifting mirage—difficult to track, harder to strike, and dangerous to underestimate.
Gameplay Clarification:
Potion of Blur can be played anytime, and its effect lasts for one battle. Each time a Monster hits you during that battle, you roll 1d20.
- 1–10: You take damage as normal.
- 11–20: You avoid 1 HP of damage, negating the hit.
This card introduces risk and interaction, and can meaningfully disrupt an opponent’s strategy while boosting your own.
GLOSSARY FOR
Potion of Healing
Potion of Healing:
A warm, ruby-red elixir swirls inside this delicate glass bottle. Its restorative magic knits wounds, steadies breath, and floods your body with renewed vitality the moment it touches your lips.
Gameplay Clarification:
Potion of Healing may be played anytime, as long as your Character is alive. When consumed, roll 1d20:
- 1–15: Restore 1 HP.
- 16–20: Restore 2 HP.
You cannot heal beyond your maximum HP, and the potion cannot be used after your Character has died.
GLOSSARY FOR
Raise Dead
Raise Dead:
A powerful surge of divine magic grips your fallen body, dragging you back from the brink. Breath returns, wounds seal just enough to keep you standing, and the world snaps back into focus—death cheated, if only barely.
Gameplay Clarification:
Raise Dead must be kept in your hand, not equipped. It triggers automatically the moment your Character dies. When activated:
- The current Battle immediately ends.
- Your Character returns to life with 1 HP.
- Raise Dead is discarded.
- You must discard all cards in your hand except 1 of your choice.
- Equipped items and loot tokens are not lost—they remain with you.
This card gives you a second chance, but at the cost of most of your hand.
GLOSSARY FOR
Rewind
Rewind:
Time twists, runes flare, and reality flickers backward for just a heartbeat. With a gesture, you yank fate off its rails—undoing a disastrous roll or giving yourself one more chance at glory.
Gameplay Clarification:
Rewind may be played at any time. When used, you may reroll one of your own d20 rolls immediately. Whatever the new result is, it must be used, even if it’s worse than the original.
This allows precise control at crucial moments—attack rolls, defense rolls, spell effects, or anything else requiring your d20.
GLOSSARY FOR
Shillelagh
Shillelagh:
A surge of druidic power courses through your weapon, causing it to crackle with raw primal energy. Once an ordinary staff or blade, it now strikes with supernatural force—each swing humming with enchanted might.
Gameplay Clarification:
Shillelagh may be played anytime, and its effect lasts for one battle. While active, you gain +2 to all Attack rolls and +2 to all Damage rolls.
This spell also makes your Attacks count as magical, allowing them to bypass defenses that resist or negate non-magical weapons.
The effect ends when the battle concludes or if you Teleport away.
GLOSSARY FOR
Sift the Bones
Sift the Bones:
Amid the remnants of long-forgotten adventurers, you carefully dig through brittle bones and ancient dust. With patience—and perhaps a little morbid curiosity—you uncover something valuable that others left behind.
Gameplay Clarification:
Sift the Bones is played on your turn. When used, you may choose any single card from the Discard pile and place it directly into your hand. This allows you to reclaim powerful spells, items, or effects that have already been used or lost.
GLOSSARY FOR
Stunning Barrier
Stunning Barrier:
A swirling field of runes and force surrounds you, forming a protective shell that lashes out with dizzying energy when struck. It shields, it retaliates—and it turns the flow of battle in your favor with one explosive burst of magic.
Gameplay Clarification:
Stunning Barrier may be played anytime, and its effect lasts for one battle. When activated:
- You gain +1 Armor Class until the first time a Monster hits you.
- When you are hit, you take the damage as normal, but the barrier immediately stuns the Monster, preventing it from attacking during its next attack round.
- After triggering—or when the battle ends if never triggered—the scroll is discarded.
This spell offers both defense (temporary AC boost) and crowd control (stunning effect), but expires once used.
GLOSSARY FOR
Teleport
Teleport:
In a flash of radiant energy, space folds around you and you vanish—leaving danger (and the Monster) behind. One moment you’re locked in combat, the next you’re watching the chaos unfold from a safe distance as the creature turns on the next unfortunate soul.
Gameplay Clarification:
Teleport is played on your turn during a Monster battle. When activated:
- You instantly leave the battle, avoiding all further attacks.
- The Monster immediately turns to attack the Player to your left, continuing the same combat.
- The Monster’s remaining HP does NOT reset between players.
- Once that redirected battle is fully resolved, your turn ends.
- No other players are allowed to play Teleport during your turn.
This card is powerful for escaping lethal situations or forcing a weakened Monster onto another player.
GLOSSARY FOR
Time Stop
Time Stop:
With a whisper of arcane power, the flow of time grinds to a halt. Sand freezes mid-fall, danger locks in place, and you slip between seconds—moving with perfect safety while the world stands still.
Gameplay Clarification:
Time Stop can be played anytime, and when you activate it, choose one of the following:
- Skip your Encounter phase this turn (you neither fight nor collect loot),
- Avoid all damage from a Trap, canceling its effect entirely.
You can use Time Stop to escape an Encounter before it resolves (but you do not gain loot), or to negate damage from a Trap roll. This card is extremely versatile for dodging danger at critical moments.
GLOSSARY FOR
Treasure
Treasure:
A glittering mound of treasure—gold coins, gleaming jewels, and priceless trinkets—reminds you that even the finest healers demand payment. A small price to cheat death… or at least patch yourself up.
Gameplay Clarification:
This Treasure card may be played anytime. When redeemed, it restores 1 HP, but cannot raise your health above your current maximum HP.
It’s a simple but reliable source of healing, trading riches for survival when you need it most.
GLOSSARY FOR
Weapon – Magic Crossbow
Weapon – Magic Crossbow:
Etched with mystic runes and powered by arcane force, this crossbow fires bolts of pure energy. Swift, precise, and unnervingly silent—it’s a weapon that strikes before your enemy even realizes they’re in danger.
Gameplay Clarification:
When equipped in your Weapon slot, the Magic Crossbow grants +1 to all d20 Attack rolls. Because it is explicitly a magical Attack, it can bypass effects that defend only against non-magical weapons.
Additionally, while using this weapon, you may Attack first in battle, even if you are not first in the Initiative order—giving you a tactical edge in every fight.
GLOSSARY FOR
Weapon – Dagger
Weapon – Dagger:
A swift, elegant blade etched with faint runes, this dagger is perfect for adventurers who favor precision over brute force. Quick to draw and quicker to strike, it’s a trusty weapon for anyone who relies on speed and finesse.
Gameplay Clarification:
The Dagger equips into your Weapon slot on your turn and grants +1 to any d20 Attack roll while equipped.
This bonus applies to all your weapon-based attacks, giving you a reliable edge in every fight—even if the dagger itself is small, its impact is sharp.
GLOSSARY FOR
Weapon – Magic Longsword
Weapon – Magic Longsword:
Forged in ancient fire and bound with luminous runes, this blade thrums with arcane power. Each swing carves glowing arcs through the air—swift, precise, and devastating to any monster foolish enough to stand before you.
Gameplay Clarification:
The Magic Longsword equips into your Weapon slot and grants +2 to all d20 Attack rolls while equipped.
Additionally, once per battle, you may make a second Attack in the same round. This extra Attack does not gain the +2 bonus.
The longsword is considered a magical Attack, allowing it to bypass defenses that resist or negate non-magical weapon attacks.
GLOSSARY FOR
Weapon – Magic Shortsword
Weapon – Magic Shortsword:
Compact, balanced, and humming with arcane light, this shortsword is perfect for the swift and the clever. Its magic sharpens every strike, turning quick jabs into deadly blows.
Gameplay Clarification:
When equipped in your Weapon slot, the Magic Shortsword grants +1 to all d20 Attack rolls.
Because it is a magical Attack, it can bypass effects that reduce or negate non-magical weapon damage.
Simple, fast, and reliable—ideal for consistent offensive boosts.

Unleashing the Power of Monsters in Fantasy Card Games
Monsters are the lifeblood of fantasy card games, bringing excitement, challenge, and unpredictability to every encounter. In Archwynd, these creatures are more than just adversaries—they’re intricately designed foes with unique abilities and fascinating backstories that immerse players in a rich, fantasy-driven world. Each monster, from the fiery Magma Elemental to the cunning Lithovore, tests your strategic thinking and adaptability.
Dive deeper into the Fantasy Monsters of Archwynd to explore their traits and abilities. As you engage with these challenges, you’ll find opportunities to expand your gameplay strategies and make every encounter unforgettable.
Looking to strengthen your hand? Explore the Fantasy Characters of Archwynd to discover powerful heroes who can stand against these fearsome foes. Together, monsters and characters create a dynamic experience that makes every game thrilling and unique.
The Role of Monsters in Role-Playing Card Games
In role-playing games, monsters are more than obstacles—they are the architects of conflict and adventure. These creatures drive narratives, provide opportunities for heroes to rise, and challenge players to think creatively and act boldly. In Archwynd, monsters like the shadowy Wight or the relentless Minotaur are essential to creating unforgettable campaigns.
Learn how Monsters in Archwynd enhance your role-playing experience with detailed lore, mechanics, and strategies. Whether you’re building a campaign or seeking inspiration for your next battle, our monster lineup has you covered.
Pairing monsters with the right Fantasy Characters ensures that every encounter is as exciting as it is challenging. Ready your party and step into a world where monsters breathe life into your role-playing adventures.