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Jarl Frostriven #089 Mage Knight Dungeons
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Jarl Frostriven #089 Mage Knight Dungeons
 
Product Review Rating : ***** (3 reviews)

 
Near Mint Plastic Miniature$1.290 in stock Sold Out (E-mail me when this product is back in stock)
Shipping weight: 0.05 pounds

Dungeons Unique #89 

[Customer Reviews] Write your own review
***** Now, I play this game, and I would have to say that this character has got to be one of my top few favorites. He is just great.
  -- By JRW from Western NY on January 09, 2003
***** Size doesn't matter. I have decided that Jarl Frostriven is by-far my favorite character. Everytime I play with him he always seems to be my guy that outlives most other characters. What he lacks in speed, he makes up for...in just about everything else. Who cares if he is immune from magic-healing. It is a good trade for immunity toward things like magic-blast, and magic-freeze. No moral failure when weak, and gets bloody angry too. Argueably: THE BEST!!!
  -- By JRW from Western NY on January 09, 2003
***** i recently aquired Jarl through a trade. i traded a demiphant. and do you know what? i dont care at all. He's just plain awesome. Not only does he absolutely RULE in dungeons, with sweep and a potential 12 damage in one atttack, but he looks sweet. his shortness only makes him cooler to play. The little guy packs a big punch. Very satifying to see fearsome magespawn twice his hight easily mowed down or blown away. The absolute coolest hero ever. I've used him in every dungeons game since.
  -- By Asher Norris from North Berwick, ME on July 11, 2005


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NECROMANCY
(optional) Give this warrior a special action. It cannot be in base contact with an opposing figure. Reanimate one of your eliminated figures (except a multiple-dial or titan figure), and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, turn the reanimated figure's combat dial clockwise a number of times equal to the result. If three skulls are not showing in its stat slot, place it in base contact with this warrior. On a result of 4-6, remove it from the game. Do not turn the combat dial clockwise for reanimated figures with the words Zombie or Skeleton in their names; they always return to the battlefield with their combat dials at their starting markers.
SUMMON
(optional) Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior's point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.
TERRIFY
(optional) When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of l or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure's Terrify.
GHOSTFORM
This warrior cannot be the target of ranged combat attacks. This warrior's base does not block line of fire. This warrior fails to break away only on a die roll result of 1.
HEX
(optional) Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within 18inches of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.
LIFE DRAIN
(optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least l damage, it is healed of l damage.
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