The people of the river
Zebras, rhinos, koalas and hippos built their villages along the rivers and lived by the forest's rules. Shamans spoke for the trees. Nobody owned the land, and nobody needed to.
Faction 2 of 6
The land itself fights for them.
A green world of great rivers and giant trees, home to animal folk who walk on two legs. They have no kings, only shamans who listen to the forest, and the forest answers.
Their story
Zebras, rhinos, koalas and hippos built their villages along the rivers and lived by the forest's rules. Shamans spoke for the trees. Nobody owned the land, and nobody needed to.
The Jungle was the first to bleed when the worlds collided. The story says a zebra warrior, dying on the riverbank, traced one last figure in the mud: a great lizard. The shamans gave it their breath, and Tyrus woke.
Jungle fighters do not hold a line. They swim rivers nobody else can cross, vanish into the trees, heal in the shade, and strike from where you are not looking.
On the board
Every hero of the Jungle is a miniature on the board. Turn the table, and pick one to see its card.
The 3D table needs WebGL. The cards below show the same army.
Legendary hero
Born from a dying warrior's drawing, Tyrus is the Jungle's answer to the war: the forest given teeth. He walks through water, and his wounds close on their own.
Incarnation raises a tree on the battlefield, cutting the enemy's line of fire. Gift of Life heals an ally for 25 and lets it keep healing for three turns. Tyrus Awakening calls him from your deck or your discard pile.
How they fight
Water stops every army but this one. Rivers become roads, and the far bank becomes a flank.
Jungle heroes heal at the start of every turn. Hit them once and walk away, and they are whole again.
Trees grow where the Jungle wants them, and its crystal can teach any ally to swim.
Their crystal
Once a turn, a player fires one power of their crystal. These are the Jungle's.
100 cards
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